I've now looked at several
videos and tried JP's VPX version, and I must say, I like this table a lot, and prefer your version best of all, Paulo. Thanks again for sharing this, because I'd never seen or played the table before!
Btw, I've also added your backglass to our
media collection (giving credit to you), and found another lit version, which I also uploaded. Ditto for the game flyer. If you don't mind, I'll add these in to your resource entry later. Sound good? (I like to add that extra info with new favorites of mine)
Many thanks,sure no problem!
- I support your message about the game being free, and that you don't permit it for resale. Unfortunately, when that info is in the form of an extra document, someone can just delete it and pass the table on without it. Therefore, I'd recommend you put that message in the "table info" area, and possible even on the background area, like you do with the score card.
apart from the resale, which is also an illegal thing, with this message I urge people not to download it on that site where the owner takes possession of the table without permission, and publishes it on his site, for me it is like a thief.
yes I understand where you are referring, but that is the place of the rules, but I can also insert it there.
- After watching the various videos, I don't really agree that the table has a low slope. Indeed, I believe most EM's were designed to play fairly slowly and emphasize nudging, so it doesn't make sense to me that it should have a significantly higher slope. Unless the operator especially set it up that way, of course.
ok, I'll explain, the fact of the slope is strictly linked to the physics of the table via XML, for those who do it ..... in fact in my other tables, not modifying the XML, I leave the slope between 7/8, so the ball goes down towards the fins faster, but be careful we must not confuse the two thing, that is when we say slow or fast ball...... I don't know if I'm clear ?
slow ball and fast ball, for me are other things, they must be specified better, as I said to Dreamstate, determined by other factors and functions, including "dimanic flipper", and xBAM.BallSpeedLimit ......... if the 'omega is too strong, which then you also go add the configurations in the fp editor, you will see a super ball, when you hit it ...... if we use also this "xBAM.BallSpeedLimit" function, then you have to pay close attention .... in fact I use them both, so to conclude finding a configuration between the three things, slope, dinamic flipper, and xBAM.BallSpeedLimit, it is not easy at all, there must be a balance, to have an optimal game play .. ....I do not know if I was clear .
- That said, the flippers are indeed a bit overpowered IMO. Because even with brand new solenoids, I don't think the ball should be moving quite that quickly. For example, it should be possible to hit KickerWheelCentre via flipper shot, even if the ball has to bounce of off Bumper1 first. Right now, middle shots from resting flippers tend to zoom right past that hole, meaning you pretty much need a "happy accident" to hit it.
when you say bit overpowered, what do you mean? and where does the ball move so fast, I ask you among the bumpers?
just as I told you above this is closely linked to the discussion I told you before....
now, to do what you suggest, I need to re-configure the fins, both in the fp editor, and the omega of the dynamic flipper, which by the way I have also done many times, with the consequence that you solve a problem and damage a other.
if I lower the strength of the fins, the ball does not go higher that is beyond the bumpers, in the other kicker, if I increase the xBAM.BallSpeedLimit which is set to 2000, it means that the ball will not exceed those 2 seconds of speed, I know it is difficult to understand, only with tests you understand, but if I put more than two seconds you will see the ball moving on the table and especially if hit with the strong omega, you will see that ball become invisible.
but to try to hit the kicker in the middle, it's not really difficult for now, but "we" could improve by spending a lot of time and testing.
ok, for the other things, the four bulbs on the wheel of fortune, I discarded them because they didn't give a good result, the fp bulbs are not like the real ones, and they blocked the view of the arrow, I opted to light up the whole wheel, with another method, if you notice it you will see that it lights up.
about special keys 1 and 2 I will check
as for the lighting effect, which you and Dreamstate told me, I understand that it might annoy, I'm willing to do a version without effect, no problem for me, perhaps in this table this effect is more accentuated due to the colors of the plastics, strange .. .because in my other tables, I always use this effect ...... there are two things, either nobody noticed them, or nobody plays them
- The overall table physics feel good, so congrats on all your tweaking. I also like your design choices in general with this game.
thanks for the compliment, but the matter of physics is related to many things or factors, so as you can see in my other threads about that ..... physics is a great beauty beast to tame, there are too many things to to fit together, for an optimal result or gameplay ..... that's why I asked for help from Jsalas ..... did you see his answer to me?