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SS Original Table BAM FizX FP DUNE (Original) DUNE_AlfaV060

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Solid State Machines
Future Pinball

phéromones

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Favorite Pinball Machine
Jupiter
Checked it out for a few min, looks good, but it plays a bit like it isnt fizx.
I dont know if you sent time on slope etc or not, but its cool so far.
 
Checked it out for a few min, looks good, but it plays a bit like it isnt fizx.
I dont know if you sent time on slope etc or not, but its cool so far.
yes a little less fast but less greedy materially. I admit that adjusting FizX is not my strength ...
 
yes a little less fast but less greedy materially. I admit that adjusting FizX is not my strength ...

It is really not too difficult. The rolling effect is the main thing you need to adjust, and even then it is usually set to 0.8 or 0.9 or somewhere in between. It and the flipper swing adjusts the width of the shots. The rest of the settings can pretty much be left set to the defaults.
 
no textures? not seeing any artwork but the table layout looks okay
 
Zobou updated DUNE (Original) with a new update entry:

DUNE_AlfaV058 progress

several saves later this table is progressing. i added the sounds that represent the atmosphere of the theme well. i had considered the release of V1.0 for the third release of the films, so nothing urgent. if you have ideas this would be a good time to propose them. a little help would be appreciated if you want it, otherwise you have to expect that i have already posted in recent years. functional table nothing more.

Read the rest of this update entry...
 
I have only seen the very first Dune movie 1984, not the new versions.
if you have ideas this would be a good time to propose them.
Just to talk....if I can.....what ideas are you referring to in particular, I haven't tried your table yet so I don't know... for example on some model (a worm) (ultra sound gun)? some gif video clips? a trembling playfield? in what?
a little help would be appreciated if you want it
I could suggest you some functions that I usually use.
Do you have many models on the table?
 
I would have liked to help you but I don't know enough about the films, sorry
 
I have only seen the very first Dune movie 1984, not the new versions.

Just to talk....if I can.....what ideas are you referring to in particular, I haven't tried your table yet so I don't know... for example on some model (a worm) (ultra sound gun)? some gif video clips? a trembling playfield? in what?

I could suggest you some functions that I usually use.
Do you have many models on the table?

yes the idea of the laser gun would be good and feasible, in short yes all ideas are welcome before applying the textures. The new generation films are too good, you really have to listen to one and two. It is directed by Denis Villeneuve who had remade Blade Runner.
 
I would have liked to help you but I don't know enough about the films, sorry
Well, I won't give you the movie now because it would be too early. Obviously the sounds are taken from the movie in 5.1 but for a little money it's a good experience not to be missed. It deserves a pinball praise
 
Definitely love the theme!

I can think of ideas like "the voice" mode where it causes havoc on either the ball or your flippers. Also modes that include the thumper or "walk over the sand dune" where you have to make alternating ramp shots. Maybe a mode about a crysknife. I'm not sure how far the 3rd movie will go in the Atreides lines after Paul (e.g. Leto and his sister) or will it stop at Paul becoming Emperor. Could also include an interesting mode with Paul's sister Alia who went a bit "mad" (abomination).

Since there are a lot of interesting characters in the series, you can have a mode where the player "collects" characters after completing a mode. Similar to how Indiana Jones (Williams) pinball has characters you collect.

While I know you already have the central toy being Feyd-Rautha, but having a sand worm as central might be more visually interesting.

I think with pinball tables and themes the question is -- what role does the pinball player have and what role does the ball have? If the player is using the ball to advance scenes and main stories points in the movie, then having the Ball and sand worm could be more interesting. The player can collect sandworm teeth to craft a crysknife which then after X many perhaps you can fight Feyd or kill the emperor, etc. You can use similar concepts as the new Stern D&D pinball table and have the sand worm spit out balls in a multi-ball. You can also use the sand worm as a mode where the player has to "ride the sandworm Shai-Hulud." Doing things like "hooking" the worm, etc. Wormriding could be a means to advance the story since Fremen have to do this to head to the south regions of Dune, etc.
 
Last edited:
@madmrmax
Thank you for your ideas, I will remember several and possibly post a general idea of the 3 modes already present.

@GeorgeH
Thank you, the images are of much better quality than what I had already found.
 
Je l’ai vérifié pendant quelques minutes, ça a l’air bien, mais ça joue un peu comme si ce n’était pas fizx.
Je ne sais pas si vous avez envoyé du temps sur la pente, etc. ou non, mais c’est cool jusqu’à présent.
OUI, utilisez le profil JLoup 1 pour plus de vitesse, sinon 2 pour plus de fluidité. Trouvez le profil sur le code, vous trouverez l’option ...

PS : non terminer
 
rainy day... so I redid the right ramp with LED strips... etc. and the left one was modified with a "drop scoop" which makes the ramp shorter and clears the rear view. I'll keep it a surprise for the eventual new release.
 

Attachments

  • DUNE_AlfaV064.png
    DUNE_AlfaV064.png
    2 MB · Views: 3
Looks amazing! Loving the recent video showing the different experiences where the ball comes from the sand worm (upper right) and of course shooting out from the head!
 
Hello FP user, just to let you know that I have now textured the "DUNE" table, a long but very interesting step. The Alfa 108 version will soon be beta v001. I'm keeping it a surprise for once, so no screenshot, but it will of course be available for the movie release as mentioned.
 
Eventually, I found that the central head took up a lot of space and obscured the rear "battle zone." So I thought about how to make it appear as a hologram at the right time. So, I created a "strobe" effect with the code ".Visible = true" alternating with ".Visible = false." I'd also like to be able to control the transparency of the .tga object. I don't think it's possible, but I wonder if... Note that the head has too many polygons to be anything other than a .tga, otherwise it's not too bad.
 
Just a quick update to let you know that I'm currently using AlfaV146. The table is fully textured and looks great on me. Anyway, if you like Jupiter, the colors are very close. The center head, which is now a "fake" hologram, works perfectly. I've improved the modes, so I won't dwell on the rather simple "no multiball" code. Last edited: 06/06/2025 at 108,842 KB. To-do list:
- Lighting effects
- The DMD
- Textured back glass
- Point balancing
- Publish
 
no textures? not seeing any artwork but the table layout looks okay
I'm having the same issue. Did you ever find a fix? I have a small handful of tables that are missing table art though I have all files needed.
 

Attachments

  • Dune Future Pinball.png
    Dune Future Pinball.png
    2.1 MB · Views: 2
Yes, the textured version exists, but since it's my last creation, it's not finished. So, as promised, for the third installment of the Dune movie, I'll still publish the table. GorgeH already modified Jloup's fizX and I like it. Well, I didn't have time... but it will be functional without all these fireworks.


 
I created some code to have control over light attenuation with BAM.
It seems like users appreciate this type of lighting.
I know Slamtilt certainly uses it... in short, I would integrate it too.

Code:
'_____________________________________________________________________
'Flicking Light set milisec.
Sub SetLightsParamsAttenu()
    xBAM.Lights.SetMainLightAttenuation              5,      0,      0
                'Attenu
        'example'- SetLightsParamsAttenu
        'example'- AttenuTimer.Interval = 1000 'Time for turn On
        'example'- AttenuTimerNext.Interval = 500 'Time for turn Off
        'example'- DuraTenuTimer.Interval = 10000 'Time for Duration
    AttenuTimer.Enabled = True
    AddDebugText "AttenuTimer On"
    DuraTenuTimer.Enabled = True
End Sub

Sub AttenuTimer_Expired()
    AddDebugText "AttenuTimer EXP"
    xBAM.Lights.SetMainLightAttenuation              5,      0,      0
    AttenuTimerNext.Enabled = True
End Sub

Sub AttenuTimerNext_Expired()
    AddDebugText "AttenuTimer Next"
    xBAM.Lights.SetMainLightAttenuation              1,      0,      0
    AttenuTimerNext.Enabled = False
End Sub

Sub DuraTenuTimer_Expired()
        AddDebugText "AttenuTimer Off"
    AttenuTimer.Enabled = False
    DuraTenuTimer.Enabled = False
    AttenuTimerNext.Enabled = False
    xBAM.Lights.SetMainLightAttenuation              1,      0,      0
End Sub

'_____________________________________________________________________


 
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