(Topic ID: 112929)

Let's figure out the minimum parts to build a whitewood

By Aurich

9 years ago


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  • 1,883 posts
  • 115 Pinsiders participating
  • Latest reply 1 year ago by MrBigg
  • Topic is favorited by 136 Pinsiders

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    #12 9 years ago
    Quoted from Aurich:

    Eh, I'm pretty uninterested in that. Definitely a super valid approach, but I'd want to play with real physics, and get my hands dirty.

    Hank approves. Dinos V Monster Trucks 4 EVA!

    #43 9 years ago
    Quoted from Linolium:

    I remember in some of Ben Heck's shop-casts Jpop mentioned that it's better to design on foamcore/cardboard/wood then on a computer because you'd get more organic designs. Once you have a shot or curve you like measure it and mark it in cad. This is something I've started doing that and it really is much better then pure cad designing.

    This is what I'd do. Start with a playfield size piece of paper and sketch things out, then hack it together in nordmanite (tm) and hot-glue.

    #77 9 years ago
    Quoted from fastpinball:

    I made a FAST Frame/Rail combination that lets me skip the rotisserie while keeping the playfield at 6.5 degrees on a flat surface. Stable to stand up, lay on side, even hangs on the wall nice.

    I just have to chime in here too and say something: This thing is brilliant. If I ever got around to trying to build a machine I'd want one.

    1 week later
    #468 9 years ago
    Quoted from fastpinball:

    DN:00,00,02,08,12,20
    DN:00
    DN:01,01,02,08,07,20
    DN:01
    DN:02,00,02,09,12,20
    DN:02
    DN:03,01,02,09,07,20
    DN:03
    DN:04,00,02,09,09,20
    DN:04
    DN:05,01,02,09,07,20
    DN:05

    This isn't encouraging non-programmers into giving it a go, it's just reaffirming their beliefs that "code is hard" -- because none of that means anything to them.

    Python written in mostly plain english, however ...

    #472 9 years ago
    Quoted from fastpinball:

    When you want to program using Python you would use the libfastpinball driver. https://github.com/fastpinball/libfastpinball
    When you want to make it super easy to make a complete game you would use MPF https://missionpinball.com/framework/ which uses the libfastpinball to control the FAST hardware.

    Or, you know, pyprocgame on a proc board today. Comes with Starter.py - setup the hardware config, change like 4 noted lines in starter.py and *POOF* flipping game.

    #473 9 years ago
    Quoted from Linolium:

    EEeeew!
    Heheheheh... I am so language biased

    Yeah yeah - for programming newbies, readable syntax languages are much easier to grok than diving in to your beloved C++. In my experience anyway.

    #485 9 years ago
    Quoted from Mocean:

    I'm pretty sure you can just say "C++11" and most C++ purists will just back away...

    Quoted from Law:

    Hey... I like tuples...

    I have no idea what this even means. And I wrote a fully (essentially) functional game in pyprocgame.

    1 month later
    #676 9 years ago
    Quoted from Aurich:

    I've been doodling on a blank playfield template, man, it's intimidating starting with nothing.
    My brain almost has too many ideas to actually settle on starting somewhere.

    I was thinking about this the other day. It seems like the games that are popular with non-pinheads have some large, obvious, easily activated physical object that interacts with being shot somehow. the trunk on TOM, the Castle on MM, the Jiggly space ship on AFM or sparky on Metallica.

    Seems like a good place to start is an idea for a physical mech That interacts with the ball somehow, then design around that.

    5 months later
    #1085 8 years ago
    Quoted from Aurich:

    That's awesome Gerry. There are really 200+? Is there any kind of list of them anywhere? What's the most "popular" one? I'm guessing CCC, it's the only one I can think of that's "released".
    Edit: Derp, didn't refresh and see the post above asking almost the same question!

    Just guessing here, but Gerry may be including individual occurrences of each title in the 'literally hundreds' - so ALL the CCCs, ALL the BOP2.0s, etc. In that sense, PROCs really are driving hundreds of games.

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