Looks gorgeous! Amazing work!
Here's a demonstration of the improved shooter lane trajectory. Also a demonstration of the not so improved right orbit exit trajectory. Although on faster hits it is better. The orbit was bent by hand and it isn't quite correct. I'm working on that.
There's actually a way to hit the pit on purpose!
Quoted from TheArrrrrcade:Here's a demonstration of the improved shooter lane trajectory. Also a demonstration of the not so improved right orbit exit trajectory. Although on faster hits it is better. The orbit was bent by hand and it isn't quite correct. I'm working on that.
There's actually a way to hit the pit on purpose!
How the MRS working?
Matt
Quoted from Sonic:How the MRS working?
Seems to be working good but I haven't done much testing before putting the backboard on because the ball tends to fall into the cabinet without it. I'm hoping to finally put a few hours into playing tomorrow. I've been incredibly busy with other things recently.
Quoted from Sonic:How the MRS working?
Just played for about an hour. The MRS works great!
But I seemed to have messed up the right orbit shot. It wasn't this tough before and I used to be able to backhand it. The weird thing is that nothing should have changed. I might want to undo some of the bending that I did to give it a bit more of an opening.
The ball is falling off one of the overhead rails now. Also the bridge (or catcher) needs to be moved a bit because the catcher is no longer working reliably.
Other than that it feels like it's playing better. The upper slingshot once shot the ball up the back ramp which never happened before. The secret passage feels correctly aimed at the pop bumpers. The side ramp is way easier to get the ball up. The ball launch is correctly aimed.
I feel like I can work out these issues before Expo. Also need to write some code for the new features.
I got a chance to play your Metroid pinball game a few days ago! Wow, just, wow. I really enjoyed it and left really impressed. It was fun talking to you about the design, mechanics, and the rules. Well, done!
(optional: I wrote a blog post about the experience and included some photos - https://nothans.com/homebrew-pinball-metroid)
Got the game out of the basement. I was sick of being next to the furnace! Anyway, I'm going to start streaming again. Possibly Thursday...
Quoted from McSquid:god the new version looks pretty
It should look prettier when all the new lights are coded! I have everything I need to upgrade the lighting wiring, just need to install it.
Quoted from McSquid:What wiring did you use? Is it a thicker gauge? If so why and did it work?
Thicker gauge from the 5v power supply and an additional run of +/-. Changed out the main 5v fuse to a 15 amp. Also split the playfield lights into light bars and inserts then fused them separately.
This was to allow the system to handle 277 lights at full power without blowing a fuse or catching fire. Not that I plan on coding it to do that and the playfield lights are capped at 70% through the Fade Candy config.
Actually it should blow the fuse, full power is 16.6 amps
Planning on streaming Metroid V3 in about one hour. All the lights are hooked up. I even coded them for about half of the attract mode.
We'll probably play test and add more lights!
I can't take a picture that shows how good the light bars look in person
PXL_20210930_224942713.MP (resized).jpg
Red/White/Blue attract mode show
PXL_20210930_202908770 (resized).jpg
Roving purple spotlight
PXL_20210930_202942308.MP (resized).jpg
Fire!
PXL_20210930_210224380.MP (resized).jpg
I'll have to take a video once all the attract mode shows are updated
Quoted from TheArrrrrcade:This was to allow the system to handle 277 lights at full power without blowing a fuse or catching fire. Not that I plan on coding it to do that and the playfield lights are capped at 70% through the Fade Candy config.
Actually it should blow the fuse, full power is 16.6 amps
Practically, those WS281x usually do not reach full 60mA. This is also where more voltage helps. More voltage equals the same brightness at lower current. For that reason (among others) I recommend dialing your5V supply up to 5.5V. That adds a lot of stability.
We could also add those overall brightness limits into MPF. That way we could limit max power to a chain and otherwise dial brightness down. I guess we would reduce brightness at the brightest lights in that case.
Jan
Quoted from jabdoa:I recommend dialing your5V supply up to 5.5V. That adds a lot of stability.
The lights seem fine as is. I also have a couple of other devices (HDMI video and sound splitters) running off the 5v line. I'm sure they would be fine at higher voltages but it doesn't seem broken right now.
In light of my recent hire at JJP, Metroid is in a holding pattern right now. I wouldn't get your hopes up about this layout being produced with this theme, or even at all.
But, I'm still getting it ready for Expo! So that means making sure all the new features are implemented. I've made good progress getting the light bars coded. It's now a game that can be played in the dark. In fact, the light shows look way better in dim light.
Quoted from TheArrrrrcade:In light of my recent hire at JJP
That's great! What will you be working on at JJP?
Quoted from Palmer:That's great! What will you be working on at JJP?
Game designer on [Insert Speculative Theme Here]
Here is our interview with Mark, which was great timing with his new appointment at JJP! Thank you TheArrrrrcade for your time to do this interview
https://ausretrogamer.com/mark-seidens-amazing-metroid-pinball-machine/
Quoted from DOOOMTRAIN:I’m happy I got to play it at Expo; it was super fun!
Agreed!! Sad to know it may be slower progress ahead after mark got a job as a game designer but huge congrats to him for landing that!
Quoted from Mbecker:Agreed!! Sad to know it may be slower progress ahead after mark got a job as a game designer but huge congrats to him for landing that!
I'm finding progress on future projects to be going quicker than expected though!
Wanna join the discussion? Please sign in to reply to this topic.
Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!
This page was printed from https://pinside.com/pinball/forum/topic/metroid-pinball/page/8 and we tried optimising it for printing. Some page elements may have been deliberately hidden.
Scan the QR code on the left to jump to the URL this document was printed from.