(Topic ID: 287196)

Homebrew Trip to Yucatan

By stefanmader

3 years ago


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#1 3 years ago

I really love the homebrew section here, so i wanted to share my own first homebrew pinball using a P3Roc and mpf. It's theme is our vacation from 2018 through the yucatan area in mexico. It features the places we visit and some inside jokes. The Code is very basic. Everyshot to a ramp increases the value, there is a letter jackpot, and starting at the parrot target, a defined order to hit the next targets to get a bonus. The multiball didn't really work how i initially intended, so it is now a TNA styled 2 ball multiball. The left ramp is from The Machine - Bride of Pinbot.
I have definitly some things i would do better next time, but overall it plays well and is fun.

#2 3 years ago

IMG_20200422_221318 (resized).jpgIMG_20200422_221318 (resized).jpg

and here a video of the finished pin.

#3 3 years ago
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#4 3 years ago

and here are some progress pictures

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#7 3 years ago

Thank you very much

#11 3 years ago

thank you,
well i ran the backglass graphic through a pic-to-comic software, so that our faces are not to clear

#14 3 years ago

Fiesta Mexicana is not includes , for our vacation video i used a couple of songs, and for the pinball i used the same.

#16 3 years ago

Yes Boslaw i designed everything in inkscape. And the cool thing is, i can export the shapes as an svg, import that in for example in the free tinkercad and make it 3d print ready.

on my new homebrew Deep Blue Rage i wanted to use more metal guides, but since the stores where closed, i decided to 3d print them as well.

#17 3 years ago

thank you very much alexmogil

#20 3 years ago

Yes Deep Blue Rage is my current project. Thank you, oh yes i am absolutely satisfied with the 3D printed guides. They do need to be a bit thicker, the material is very brutal. When printing the plungerlane i found that it is best to print the parts on the side, so that the ball rolls with the 3d printed lines. When the ball rolls 90 degrees to the lines, there is a lot of rattling noises.
on the ramp on the left, the line go 90 degrees against the ball movement, but it still doesn't slow the ball down.

Hey cool, where were you in Austria?

1 week later
#23 3 years ago

thank you very much Nokoro

2 months later
#24 2 years ago

Since my Homebrew Deep Blue Rage is nearly finished, i already think of improving my Trip to Yucatan. And i came to the conclusion that i will make a new playfield. So there will be more inserts, virtual locks instead of physical locks, change the scoop position, a new ramp in front of the bumper, a kickout hole underneath the new ramp.

Here the old design

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#25 2 years ago

That will be the new playfield.
Im not a designer, just tried to improve my old grafic a little.

YucatanContinuedV13.pngYucatanContinuedV13.png
#27 2 years ago

i got to spend money on both hihi

2 weeks later
#28 2 years ago

Received my new playfield art today

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#29 2 years ago

3d printing the inserts

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#30 2 years ago

And playfield is cut.

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#32 2 years ago

Yes handcut, have just one where i cut a bit too far,everything else went pretty good.
fitting in the inserts will take some work but for todayvi have enough

#33 2 years ago

Fitting in the inserts

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#34 2 years ago

Inserts are glued in, Playfield is sanded

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#35 2 years ago

And clear coated

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#36 2 years ago

The art print is again a little to big... That really bugs me, but i will leave it like this. I have a separate print with black lines on transparent. So i can at least hide the inserts corners perfectly.

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#37 2 years ago

this will be my new ramp

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#38 2 years ago

the idea is, when the ball goes up the left way, it will come back down on the right side. When it goes up the right way, it should drop down in the middle. there will be a kickouthole waiting for the ball.

1 week later
#40 2 years ago

Thank you. Yes i love MPF. I will rewrite the code for Trip to Yucatan in near future, i will make it a little bit more complex than it is now. On my second homebrew Deep Blue Rage i learned a lot and i want to bring that back to my first.

#42 2 years ago

Thank you. I will start to rebuild the playfield soon, have to finish the last things on Deep Blue Rage first

#44 2 years ago
Quoted from MeesterPieter:

how are the 3d printed inserts holding up by the way? mind sharing the 3d files?
hadn't really planned on printing those for mine, but for the prototype it seems a good idea looking at yours

they work very well. I started with a vector drawing on my playfield design, and then just exported it to tinkercad to put in some detail. so you can make any shape you want.

I've marked in public in tinkercad, so you should find it here:
https://www.tinkercad.com/things/dGmqvjnCg6y

i will look into making a thingiverse account sometime.

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1 week later
#49 2 years ago

Starting with tearing down the old playfield.
Really didn't expect that the new ramp would fit under the glass, but it does.

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#51 2 years ago

Oh yeah i melted all the parts together, now its just one giant thing on the playfield and it works perfectly how i want it.

Just wanted to lay on some parts, nothing is screwed on yet. Im already feeling it, i want to play this pin
I think i will glue the turtle right there, it looks like it is floating over the water.

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#53 2 years ago

Thanks

My main design tool is inkscape. I make a 2d drawing of every lane and possible path of the ball with keeping the ball width in mind. Inkscapes fileformat is svg. I split up the parts i need in separate files. Then import it into tinkercad. When importing from a same size svg file it keeps everything in the right place, then i build the ramp upon that simple shapes.
Thats my drawing
YucatanContinued.pngYucatanContinued.png

#54 2 years ago

Stripped down the old playfield today. A box full of parts is waiting.

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#56 2 years ago
Quoted from atum:

Got it. So its a 2d for all the x and y coordinates. Then you just increase the height as you see fit to go around other components, and get the desired angles you want for the ramp. Seems easy enough, yet very hard to get right!

yes exactly. i also draw up the switches and other stuff in 3d when needed to design in the needed space around it. that helps a lot.

#57 2 years ago

Without too much effort, i wired most of the leds. I used as much of the cable i made for Trip to Yucatan Version 1.have to buy some extra leds, since the new version has more lights.

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1 week later
#58 2 years ago

right now i redoing all of the code.
Since i will have an autoplunger i want some cool multiball logic.

in every Mode different targets will be lit. Whenever you shoot a lit target, it lights lock for 15 seconds.
However when you finish all targets, and with that finish a mode, it will light multiball (aka lock insert) for 15 seconds.
Depending on how many balls you've locked, it will then start a 2-,3-,4-,5- or 6-Ball Multiball.

So you can for example cash in your 2-Ball Multiball or wait it out until the 6-Ball is ready.
i guess there would not be a good reason to do that, since a 2-Ball Multiball is maybe easier to control and score. But 6 Balls on the playfield has to be fun! and maybe i'll put some reward for that in there as well.

#60 2 years ago

I will make the mode selection random. An not every mode has the same number of targets, so that will increase or decrease the chance of a larger multiball.

#61 2 years ago

my girlfriend brought to my attention, that she wants a simple way to get Multiball.
So there is now a 3-Ball Multiball, wenn you shoot the scoop 5 times without draining as well.

#65 2 years ago
Quoted from MeesterPieter:

first thing my wife asked when i started building my pinball; you will have to make a noob mode for me!

haha, yeah same thing here. but i have to say i love watching my girlfriend play now. it started with me looking up pinball skills on youtube to learn how to get better, and now she does it all deadbounce/deadflip, post pass, and starting to nudge

#66 2 years ago
Quoted from Edenecho:

I have always liked multiballs which are abit difficult to achieve, but its important to hear what casual players like i guess dwight also codes his gameswith easier-to-start multiballs

me too, when i play a game i want to archive a multiball, it doesn't have to be too easy, and especially while i'm programming right now, i want to make it a little bit more complex because that is really fun to code.

but for the sake of fun, i think any Multiball should be the right thing

#67 2 years ago
Quoted from Prospekteur:

Great! Some gameplay footage in the future of the new layout would be great. Keep on the great work!

will do.
this weekend i plan to:
- make the last cables (power to the playfield boards)
- put a SW16 in the cabinet for the flipperbuttons and start
- try to screw on the last switches on the playfield
- test out the allignment of the ramp etc, hopefully i can just screw it on, without adjustments
- update my mpf version on the pc
- hook everything up
- find out whats working and whats not

will see, mechanical adjustments could through me back i guess.

#68 2 years ago

Got pretty far today.
All switches are connected. Had to adjust and bend the switch on the new ramp but its all good now.
All ramps are screwed down. Everything seems to be fine.
On the entry on the new ramp there is a bit of a step, i will have to put a piece of spring metal there.have to screw on the apron still, and cut the plungercover. Of course the animals are still missing, but overall not too much is left.

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#69 2 years ago

Trip to Yucatan flips again!
Dialed in most of the leds, and all of them seem to work, all of the switches seem to work too. The flipperfinger get loose argh hate this problem, but over all for this weekends goals everthing worked out amazing.

#71 2 years ago
Quoted from MeesterPieter:

looking very nice stefan, do post some more gameplay when you've fixed the flipper

will do,

already fixed the flippers just grinded in some lines like i did on Deep Blue Rage. that seems to work fine.
the next problem is that when the ball hits new blue ramp, it coul jump and finally might land in the cabinett where the electronics are. have to fix that before i can play without fear

#73 2 years ago
Quoted from Edenecho:

How have you printed the ramps so the attach to the playfield, and together with eachother?

i have cut the whole ramp into pieces, that my printer can handle. In every piece there are holes so that i can screw it down. but i melted the pieces together with the soldering iron as well.

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#74 2 years ago

found a couple of problems today. so apparantly i forgot to wire drain switch number 3. so after ball start it would save my ball and then give me a second, but mpf thinks then there is only 1 ball on the playfield. well until i fix that i'll test with 2 balls, all is well then.

so second problem is a little bit more problematic. i have made springmetal pieces for the ramp entry. but what i didn't expect is that the ball is just so fast up that ramp that is goes haywire. Therefore my sequence shot (right ramp entry, kickouthole) is pracically not possible. However when i put the glass on, everthing was better. the ball can't escape over the ramp and it is in fact possible to make that shot. It is still fast and sometimes makes the whole turn down do the left side, which shouldn't be.
so i will make a protector over the top of the ramp and secondly will include the sequence shots in both directions for a valid shot. and even just the kickouthole alone.

i will make a video soon. but it is like everday it is hot as hell and then in the evening there is a storm coming. yesterday didn't have power for 2,5 hours.

#75 2 years ago
Quoted from stefanmader:

found a couple of problems today. so apparantly i forgot to wire drain switch number 3. so after ball start it would save my ball and then give me a second, but mpf thinks then there is only 1 ball on the playfield. well until i fix that i'll test with 2 balls, all is well then.
so second problem is a little bit more problematic. i have made springmetal pieces for the ramp entry. but what i didn't expect is that the ball is just so fast up that ramp that is goes haywire. Therefore my sequence shot (right ramp entry, kickouthole) is pracically not possible. However when i put the glass on, everthing was better. the ball can't escape over the ramp and it is in fact possible to make that shot. It is still fast and sometimes makes the whole turn down do the left side, which shouldn't be.
so i will make a protector over the top of the ramp and secondly will include the sequence shots in both directions for a valid shot. and even just the kickouthole alone.
i will make a video soon. but it is like everday it is hot as hell and then in the evening there is a storm coming. yesterday didn't have power for 2,5 hours.

well i guess the frustrating phase started . fixed the drainswitch. but after checking out the weird behavier, found that drain switch 2 might be broken. when i push it, it activates, when i push it further until the end, it's not activated anymore.
gonna swap that out.

also yesterday the right flipper seemed weak. hm didn't change anything, but can't make it up the ramp anymore.

and figured out something that always bugged me. the flipper assemblies (i think stern) that i got, have less travel than for example my bride of pinbot. now why the hell is that?!
i have to move them down enough, that i can make the angle to the outer ramps / targets, but when cradeling the ball it might need some help that it rolls to it's resting place.

i think i will try to remove the rubber on the bracket and might win a few millimeters.

does anybody have an idea if stern has less flipper finger travel in general? have to say, don't like that at all.

#77 2 years ago
Quoted from 2manypins:

You soon will start your own company! Great work!

haha, i don't think so, but thank you

#79 2 years ago

that is a good idea, i will try that.
haha now we're there, on a big machine it seems there is also a sweetspot for everything to work perfectly.
yesterday i changed the position of the laneguides slightly, so that the postpasses work now properly

#81 2 years ago
Quoted from Nokoro:

So things don’t automatically get easier on a full size pin? Maybe I need to stop making excuses for my “mini” project.

haha

#82 2 years ago

Ok fixed the drain switch.
Played around with the playfield angle a bit. It is now less steep. But now every ball out of the kickouthole goes straight down the middle, so i ll probably reverse that.

And for the flipper range of motion: took out the rubberpart. Have now a clicking sound, but the range of movement is now spot on. Cradle is very satisfying now.
Also increased the power of the flippers by a lot, and everything seems to be better now.
Have a couple of places where the ball gets stuck, so quite a lot detailwork to do. Still its really cool, with the new playfield and rules it is a completely different pinball experience.
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#83 2 years ago

The Highscore Mode should represent fireworks.

#84 2 years ago

since there is no rain today.

#88 2 years ago

6Ball Multiball is fun

#89 2 years ago

The ramp just didn't work. I changed it, made it wider, and it will not end in the kickout hole. And this time printed it flat. Still a jump on the left that i have to adress. Also have to make wire gate switches for the ramp. The rollover doesn't work on the wider ramp.
So it is just a loop now. I think that fits the pin very well. It is pretty fast playing.

Also put a switch in the cab beneath the plunger for changing the active mode. On the first 3 modes all targets are lit simultanious. So you might want to change it.

And i will put in additional ball saves. The intention of this pin always was it has to be easy to play. And it is very multiball heavy now. Love that.

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#90 2 years ago

And here some gameplay.
Ramp has no switches yet, but when you backhand the left ramp it is most likely to be slow enough, that it comes down the jaguar and drops into the kickouthole. And this is then the valid shot like you would hit the ramp.

#92 2 years ago

It rests on the pop bumper cap

#96 2 years ago
Quoted from Prospekteur:

I have a question about your playfield graphic. What material is this exactly. Is it a big sticker? Did you clearcoat over your graphic?

Yes it is a big sticker. No clearcoat, but a thin transparent sticker goes over it to protect the graphic. This is definitly a cheap solution that has its problems. But i am satisfied with it.

#97 2 years ago

Thank you very much

#98 2 years ago

I haven't got the right materials yet to make a wire gate switch for the ramp. But i ordered stuff for my next homebrew and an additional spinner that i want to try out for the ramp.

Have to change the code a bit, but im pretty happy with the spinner. I might still make a gate wire switch for the rigth rampside when i get the materials.

And i fixed some ball getting stuck issues.

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1 week later
#99 2 years ago

The rebuild of Trip to Yucatan is finished. Finished the code, sorted out all the bugs (i hope).
Game is pretty fun. There are 8 modes which are the places that we have visited back then. Every mode lights some shots.

On the first 3 modes all required shot are lit.After mode 3, the shots are lit one after another in fixed order.

After every requirement is hit, lock is lit on the middle ramp. When a mode is finished,multiball is lit on the middle ramp. When in multiball that is where all the scoring is happening. So its definitly the goal to get many multiballs.

After mode 3 is finished,you 'll get a 6 Ball Multiball.



#100 2 years ago
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#102 2 years ago

Thank you very much .

We are in Italy on vacation at that time.
Hey cool! Is there just tournament play? To be honest didn't know the date, don't have that on my radar yet

I'm more a casual player and i'm not in a club, but next time i'll have a look, would be cool i think.

I am at austria comic con at 04.09.
Stefan Rieder from RS pinball in vöcklabruck is there with a couple of Pins.

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