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  #31  
Old 01-08-2020, 10:50 PM
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Depends on the image. I used about 4 different images for the leaves, as none of them were enough to fill in the sides, so I had to find and use multiple images and then spend the time to get them to "match". A lot of work with the photoshop filters, which I had to learn on the fly. Some layers were small cutouts of a leaf or 2 to fill in any large gaps.

The main image was very good, but it's more vertical than horizontal (comic book image) It was getting the size right, especially since the displays were 9 digit and not 7 (for the scrolling text and I like using big words) and then cutting out each section (like the Parrots) and place them properly in the image, and then redraw in the areas that were cut out and fill them in with art. (my GF noticed this, but I will be moving the flying parrot to the left side from the right, a blue parrot on a blue background was not a great idea) I had a problem with the width, it was too small so had to add a border and the leaves, and extended the sides every so slightly.

I also use different duplicate layers but with blends, like the overlay and soft light blend, especially on the leaves, as well as liberal use of the vibrance, smart sharpen, liquify and oil painting tools. Resources were a bit limited, but then I wanted to learn so I guess worth the effort. Sure learned a lot of new things the last few months, maybe in another 15 years if I decide to do another original table, I can remember some of this stuff..

I do admit it's rather a excessive amount of work though for a table that may be downloaded 450 times total.
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  #32  
Old 01-09-2020, 03:44 PM
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Sounds like fun, for the most part!

I haven't messed with PS / PSlite for 10+ years, but did enjoy all the cool tools and filters. Unfortunately joint pain curtailed such projects pretty sharply. But speaking of filters, if I started producing art again, I'd have to give a serious think towards what degree the typical piece would be real-life vs digital. For example, some of the paper pixelations that took me months to finish could probably be done about as well with a couple filters, now. Zoiks.

Btw, taking a closer look at JG's layout, I'm kind of worried / dubious about those lower two bumpers. I could see some seriously jumpy / random / frustrating play arising out of the interplay between those, the slingshots, the flippers, and the outlanes. I'm thinking some posts surrounding the lower portions of those bumpers might clear up a lot of that, though. Maybe.

I guess you gave the PF a good, thorough test before moving on to the art, though?
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  #33  
Old 01-09-2020, 05:11 PM
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Been playing it for a year now.

Actually plays quite well. There's a peg on the left to prevent the ball going down the drain lane, the other side is closed off with a gate. The bumpers are up quite high, the idea came from viking, I raised my bumpers up to prevent that. The drains are very easy to save by the way, most of the time I lose the ball between the flippers.

In the first design, had 2 small posts and a single target in front, but the play was quite bad. The actual big problem is the inline targets to the player, very dangerous shot. Keeping people on their toes.

Yeah, this has been fun doing it.
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  #34  
Old 01-10-2020, 12:30 AM
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*Fistbump*, Shiva.

Look forward to seeing it!
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  #35  
Old 01-10-2020, 03:38 PM
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So am I, keep finding bugs in the code though. sigh
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  #36  
Old 01-19-2020, 04:38 PM
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Default Dynamic flippers for Bally

Progress with bug fixes and new BAM features has been surprisingly good. (for me at least) The cabinet is done, a screenshot is attached. Next is to look at the backbox image and decided if the object space is worth the extra lights for game over/match etc displays.

Worked on those flippers,added the walls from Blues flippers, but after a bit of experiment, the 2 small flippers are no longer needed, as I settled instead to make the omega values quite a bit stronger at the base. Just a brief tutorial here about this...

The problem was the size of the Bally flippers and how weak the shots were towards the center of the table. The ball barely made it to the 2 inside lanes of the table,and I wanted far more speed.

The Bam dynamic flippers are quite good, but they are more for the T1 flippers (williams) as opposed to the T4 flippers I use. (bally/gottlieb) Using the base code for the T4 flippers causes problems with the speed of the ball at the base of the flippers (too weak) and also changes the angle of the shot at the contact point of the flipper to severely. It is also harder to aim, and the ball at the tip of the flipper will send the ball into the bottom of the slingshot. (The walls correct that,and reset the angles better) As well, because the Bally flippers are smaller than the williams flippers, it means there's less surface area,and the flipper contact points are closer together, and FP has always had problems with contact points being too close together

With the Williams flippers, the code is
Code:
omegaCorrectionl = MaxOmega - (LeftFlipperExt.ContactPoint * ((MaxOmega - MinOmega)/1.2))
which divides by 1.2

I have found with the Bally flippers that the speed of very vertical shots is far better if it is divided by 1.05 instead of artificially increasing the set Min and Max Omega values.
Code:
omegaCorrectionl = MaxOmega - (LeftFlipperExt.ContactPoint * ((MaxOmega - MinOmega)/1.05))
Using the shaped walls and getting them right really helps the aiming as well,as it's my theory that FP physics are too extreme in the amount of angle it adds to the ball movement based on the contact point of the flipper. It's worse with the Bally flippers because the bally flippers are 20% smaller and have 20% less surface area than the Williams flippers.

If you are using Bally/Gottlieb type flippers, using this modification and the flipper wall method greatly improves the flippers and the shots if you take the time to adjust it. You will see Jungle Girl fpx soon, as I am getting there...
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