It stands higher than the channel where the glass goes. It might become part of a topper. Or just an art piece.
Hard to capture a decent video while playing, but I played a 3 ball game on EfH today! Rebuilt the drops, and learned I have to really dial back the power, cause this thing is flinging balls around wildly.
The leds are very low light levels, so I'm not happy with those. May need to eventually convert to a more standard lamp matrix.
It's clay. My youngest son likes to sculpt.
OK, in addition to being playable, I got the attract mode sorted somewhat. 3 days to have this ready for GSPF. It will have some serious rough edges, but it will be flipping and rocking!
Making last minute additions, then it gets packed up for Golden State Pinbal Festival. Hopefully, it lasts the weekend relatively unscathed.
Quoted from Octomodz:Who did your art?
My son, Tyler.
https://player0.artstation.com/
Quoted from ThatOneDude:My son, Tyler.
https://player0.artstation.com/
Very impressive talent. He's got some skills.
Some dates for stats:
Date I got the project back: Aug 4 2022
Cabinet repair started around September 2022
Display work started January 29, 2023
Art received March 14 2023.
At this point, the design work really started on the playfield. So, the bulk of the game design happened in the last 2 months.
Lamps finished April 8.
Solenoids wired April 23
First flips May 7.
Test code for display integrated into main tree May 16 (yeah, 3 days before Golden State Pinball Festival)
And now, I'm working on fixing the posts permanently and working with Tyler on finalizing the translite, plastics and cabinet art.
Just an update. While I'm still writing code for modes, I have to get two machines shopped for a party next weekend, so expect the next physical updates in about 2 weeks.
Quoted from ThatOneDude:No FAST. All cobrapin. Boards and displays.
Ah, cool. Might be the way I go, then. TY, game looks great. Props to your son on artwork.
OK, so an update. Game went to Golden State Pinball Festival and played for a while until an errant ball hit the sling post on the right.
I had a shop job on my Attack from Mars and a playfield swap to work on for my Scared Stiff, so this game went on the back burner.
Today, I drilled out the holes for the sling posts and installed t-nuts. Played a couple of games, and started working on the code again.
Yeah, it was a tight rubber, a weak thread and a direct hit that smashed it.
Latest updates:
Got the battle modes starting. Now, when you complete the qualifying actions(drops x 1, pops x 20, all of the standups), it will randomly start one of the battle modes(asmodeus, beezlebub or sammael).
Fixed some little things, like the launcher autofiring when it should be waiting during the first ball.
The lamps are not bright enough to cut through the art when in a brighter room, so I'm going to test 12v addressable leds. If those don't work, I'll likely move to a lamp matrix with extra bright leds.
Ah, yes, coming soon. I have it on good authority that my translite and plastics art is almost done, and it will be time for a new presentation. I'll try to capture some gameplay soon. I expect it will be at Golden State Pinball Festival and running strong.
A couple of enhancements.
1 - updated the PC from GalliumOS to Debian 12 to get a newer version of python
2 - updated the code to run under mpf 0.57(the latest production version)
3 - fixed the base and battle modes to ensure that they end and reset properly
4 - started working on the non- voice sound effects again
The new translite is sketched out and almost ready. The new throne sculpt is being worked on. I've got some GI to finish wiring. And I'm seriously considering dropping the power of the flippers, as they are good at wreaking havok.
Hopefully, I can get some video this weekend. I've been caught up with another project(damn my wandering hands), so I need to focus a little to have this all working for Golden State Pinball Festival next month.
And, this morning, I decided to do a 180. I think I'm going to step back the play to something more streamlined, and remove most of the mode based activity. Bring it back to simple and fast play, like 80s era games. I'll keep the complex code, maybe as a selection in attract mode.
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