Monopoly WIP

PacDude

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Here's the latest WIP preview with some GI effects added.

Most of the major issues have been sorted. There's a working water works flipper with 72 frames of motion, 10 frame animated bank door and all switches, etc. are working. It still needs lights and flashers plus translucent plastic ramp effects added and some tweaking, etc. and the animated plunger reel for that matter.
 

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Oh man... you have finally returned to Monopoly. That's fantastic...

I've been waiting for this table for a long time!!!
 
Can you make the skill shot into the waterworks hole form the plunger?
 
So, will I be able to steal money from the bank when nobody's looking, like I use to do with the board game?

John
 
Great news,PD! :thumright:
Looking forward it.
 
I'm probably going to have to do some simulated skill shot stuff (i.e. have it move the ball if it comes back down past a certain point). Right now I have to cheat the ball exit also (like in Dirty Harry) because there's not enough clearance to ramp it up manually plus VP sometimes has problems with airborne balls and no sensing them when they fall into objects, so letting it fall into the orbit lane and/or the waterworks saucer (especially the latter would cause problems like no detection, but I'll play around with it.

I think the bank looks a little short right now too. I'll see if I can adjust that as well.
 
I'm just not sure if I like the board game. It's probably more than 25 years ago, before I was 15, I played it last. I remember I sometimes won, mostly lost. Did I really played it untill the end or gave up some time before? Always took too long.

Never seen or played the real pinball table. I know there is a Monopoly VPM table already, but I never tried. Probably it's untouched in my download directory. But I'm curious about this version. Thanks for caring about.
 
It's Whirlwind meets Addams Family only without the cool Addams Family theme (board games are well....). It's no TZ, but it's a pretty cool real world table. I'd kind of rather work on a new STTNG, but I guess I should finish this one first since it's fairly far along now.
 
I meant I wasn't sure if I like the Monopoly board game. I wasn't talking about the table (real or VPM), as I never played that.

STTNG? I think in this moment Monopoly is a little more interesting for me. The "new-effect".
 
Yep, I agree with Yogi. Not that I have a vote in this, but if I did have a vote I'd rather see a functioning Monopoly than another version of ST:TNG. I've played the current ST:TNG to the point I hardly load it anymore, even though I loved the real table. I've never even seen a real Monopoly game, so that one holds a bit more interest for me. (I was sure I'd see one at Disney World last month, but alas no...)

Of course, it's your hobby, you should always do whatever the heck you feel like doing. :D
 
Ah, well then I'll work on Transporter: The Rescue instead of something popular then....
 
No... DO MONOPOLY. Can't think of a better Xmas present. Perfect!!!

While your pre-DMD table creations have all been fantastic... nobody can create modern tables as well as you.
 
Better make that Christmas of 2006, then cuz it aint' getting done before this one at this rate....
 
Pacdude said:
Better make that Christmas of 2006, then cuz it aint' getting done before this one at this rate....

It would make a great release for April Fools Day, and we have an endless supply of fools around here, don't we. :p

John
 
Take your time... even Xmas 2006 is fine... as long as you finish this baby.
 
Pacdude said:
Ah, well then I'll work on Transporter: The Rescue instead of something popular then....
Fine with me. I actually kind of like the version that's already made, although it seems like some stuff perhaps doesn't work correctly. Couldn't say for sure as I've never seen one, nor had I even ever heard of it before reading about it on the forums. The biggest problem I could see with that machine was that the artwork was just awful.
 
So happy I'll be able to ditch that piss poor excuse for a table from KC. Also so happy that the Pac is finally working on a modern table again! I mean, nice job and all on the old school Bally tables, but this is much more my speed.

As for when it'll be done...don't care. Knowing it'll be here someday will keep my cheer up for some time.
 
I thought he just did a few new tables. I mean the score wasn't in reels or lights on the backglass, that makes them new. They even have ROMS so they must be new. Want to see "old school" check out games w/o flippers! ;)

DS
 
Paragon is the oldest table I've made ('79 or early '80?). It's not far off from an EM. I also made Fireball Classic, which of course is an updated version of an EM, so that wasn't far off either.

Monopoly will be the newest (2001). Cactus Canyon was the newest one I've released (WMS's last regular DMD style pin before those two Pinball 2000 games).
 
Using High Roller Casino as a guide, I've mappedout Monopoly's mini-DMD and it's working now (as shown in the snapshot), but the motion while scrolling is somwhat jerky looking. I'm not sure why that is offhand, but the VP display shows some wavering also (it's just much less noticeable because it's so much smaller).

As mentioned earlier, VPM has the bank optos reversed (i.e. they're not set as optos internally). I've fixed it so it works here, but if VPM is fixed, that will throw the table out of whack unless I put a version check in, but in that case, I'd need to know that it will be fixed for the next version.

I'm pretty sure the mini-flipper behavior as displayed by the internal mech handler isn't quite right. If the flipper starts off at a medium speed, everything seems fine. If it starts slower, it will get confused for quite some time and not behave properly. The thing is that the game seems to randomly step through the different speeds it starts at each time you start the table so it will behave right about every 3rd time you start the table. I wonder if there's some initialization thing missing internally or something as to the flipper start speed at the start of a game. I can only guess offhand, though. A VPM team member should take a look at the code, IMO.

I've got the skill shot working now and most basic gameplay issues sorted (it will still need tweaking before I'm done, though to get the play more accurate). I'll be starting on the lights next, I think, though.
 

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Here's an example of how the lights are coming out so far. This is the result of a 3-layer art method using hand-made lights combined with a lens layer and text layer (this is not from a photograph of the real game lights, but overlay artwork combined with a photo-lens and hand-made light patterns:
 

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The playfield lights are installed now (the lights and flashers on the signs, etc. still need to be done with reels)....
 

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