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Over the years, I have seen a number of different menu systems. Gimli and I created what we think is the best in-game menu system. We call it a "Tweaker". The main reason that we think it is the best is an end user can select a range of values for a parameter by just pressing an arrow key. The arrow key can increase the value displayed on a parameter by a set increment like 0.2, 0.4, 0.6, 0.8 etc. That has never been possible before now.
I would like to know if table developers would be interested in a tutorial on how to add this to a table. I have attached a demo table that you guys can try. The demo table comes with 3 parameters installed. You can add 25 more parameters for a total of 28 parameters. All 28 parameters are saved to a single save register, "nvS11". Adding a new parameter is pretty easy. You just replace an existing dummy parameter with the name of your parameter. For example, if you want to add a parameter for "Ball Rolling Sound Volume", you would just replace all occurrences of a dummy parameter like "ParameterFourG" with something like "BallRollingSoundVolume".
The demo table is set up with 2 DMDs and 4 overlays. You can choose to not add any of the DMDs or overlays with no additional coding required. You will probably want at least one DMD so you can see what you are doing. The tweaker is opened by pressing the Special 1 key on your keyboard. You can also open the menu by pressing either flipper key before you start the game. There are directions on an overlay on how to navigate the system. The directions identify 2 ways to navigate. One uses the keys on a keyboard. The other method uses just the flipper and plunger keys so cabinet users can still use it with a limited number keys on their cabinets, although it only works before you start the game.
Admittedly, the code is pretty complex but Gimli and I have done the complicated part for you. The coding you need to do is not for complete novices but it is not terribly complex. The tweaker has calls to run subroutines that you need to be able to figure out how to code. In the example above, you would need to know how to code the Ball Rolling Sound Volume sound part of it which an experienced coder should be able to do. The tweaker in the demo table has calls to run subroutines "BallsPerGame()" and "SetHUD()". The tweaker has the coding for Ray Casting built into it. You need to be able to code this type of subroutine using either method. The code I am describing is all contained In the Sub "GameTweakValues()".
Is anyone interested in a tutorial? If I get no responses, I won't bother creating it. Some of you will probably be able figure it out with just the demo table. If you are able to do so, feel free to use it on tables that you publish. I can send an Excel file that will help and tools that will help create the overlays if you ask for it. There are a limited number of directions in the script if you search for "Game Tweaker Start 2".
I would like to know if table developers would be interested in a tutorial on how to add this to a table. I have attached a demo table that you guys can try. The demo table comes with 3 parameters installed. You can add 25 more parameters for a total of 28 parameters. All 28 parameters are saved to a single save register, "nvS11". Adding a new parameter is pretty easy. You just replace an existing dummy parameter with the name of your parameter. For example, if you want to add a parameter for "Ball Rolling Sound Volume", you would just replace all occurrences of a dummy parameter like "ParameterFourG" with something like "BallRollingSoundVolume".
The demo table is set up with 2 DMDs and 4 overlays. You can choose to not add any of the DMDs or overlays with no additional coding required. You will probably want at least one DMD so you can see what you are doing. The tweaker is opened by pressing the Special 1 key on your keyboard. You can also open the menu by pressing either flipper key before you start the game. There are directions on an overlay on how to navigate the system. The directions identify 2 ways to navigate. One uses the keys on a keyboard. The other method uses just the flipper and plunger keys so cabinet users can still use it with a limited number keys on their cabinets, although it only works before you start the game.
Admittedly, the code is pretty complex but Gimli and I have done the complicated part for you. The coding you need to do is not for complete novices but it is not terribly complex. The tweaker has calls to run subroutines that you need to be able to figure out how to code. In the example above, you would need to know how to code the Ball Rolling Sound Volume sound part of it which an experienced coder should be able to do. The tweaker in the demo table has calls to run subroutines "BallsPerGame()" and "SetHUD()". The tweaker has the coding for Ray Casting built into it. You need to be able to code this type of subroutine using either method. The code I am describing is all contained In the Sub "GameTweakValues()".
Is anyone interested in a tutorial? If I get no responses, I won't bother creating it. Some of you will probably be able figure it out with just the demo table. If you are able to do so, feel free to use it on tables that you publish. I can send an Excel file that will help and tools that will help create the overlays if you ask for it. There are a limited number of directions in the script if you search for "Game Tweaker Start 2".
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