Quoted from riggy469:
The only thing I would really like to see tweaked in the right kickout. Is the plan for it to eject straight into the pops?
Yes, that is the plan. It's supposed to kind of mirror the left eject in that regard.
Probably. We had a great time last year and everybody was super nice and helpful. Can't wait to go back, it's definitely a different kind of show out there.
It'll be in there, too, but we're going to need something a little more "on the fly" to let players know how many hunts they have left and what characters remain for Killing Spree.
Quoted from playboywillis:
hitting the Hunt mode on a specific side would start the hunt on that side. I noticed you were trying to shoot left but the hunt kept starting on the right. I figured you would just start it with the left side button, instead of the right one. Is the hunt arrow random now, gradually jumping around, or were you moving it with the buttons?
No, it still works the same way as before (left button picks a shot for the left ramp/orbit and right button picks a shot for the right ramp/orbit). What you were seeing when it was roaming around was while I was in the Tracking mode. During that mode you use the hunt buttons to actively move the lit shot to the left or to the right.
I really like the Jackpot animation / sounds, but I've heard a few say they didn't like it, so I guess we'll just put it to a vote :-/
Heheh, not quite. The logo we use for our Michigan Pinbrawl tournament looks very much like the Punisher logo. It's a cool little logo and while it was made to mimic the Punisher, it's no hint, it's really just shameless promotion for our local pinball community
Quoted from rai:
how does the post blocker work? If you hold either button will it lower post?
Holding the flipper you made the shot with will drop the post. As you can see in the video, the post only stays down for a fraction of a second, meaning you need to make a clean shot on the orbit for it to go all the way around. It's a fairly simple mechanic, but it's very satisfying when it's done for some reason.
No problem I'm a pretty tech-oriented guy, and I know how excited I get about stuff like that, so I was just hoping others out there would be as excited as I am.
Quoted from Whysnow:
I am guessing things look even better in person as a camera tends to change it all.
Yes, it very much does. Can't wait for you guys to see the game in person.
Quoted from Whysnow:
The biggest thing I am really thinking at this point is Predator will be INTENSE. I love that about this game. The feel of play is going to be extremely unique.
The game has gone through a lot of changes in the last year and I couldn't be happier with the result. Predator has become a pretty unique experience in which never seems to be the same for any two people.
Quoted from denmark71:
Will there be any flasher lamps located between the pops? Flasher lighting would be an awesome complement to machine gun sounds.
Yep, the flashers are going in this weekend and they all tie in to the pops / slings / kickouts.
Quoted from denmark71:
the upper playfield still seems pretty dark- is there still some sort of lighting going up there?
Yeah the new overhead lighting stuff should be here in time for the next video. I think you'll really appreciate what we have planned for it.
The new DMD is definitely an improvement. After we tweak a few more things I'm sure it will become the monstrous improvement we were looking for.
Quoted from spfxted:
Are those targets in front of the flippers further back than the game at Allentown?
Good eye. They are back about 2~3 inches from the proto that was in PA.
They are. All the pops have 800 coils in them. Gives a pretty intense feeling of "oh sh*t, be ready for it" when the ball goes in there.
The music selection is finished, but the implementation is still a bit buggy.
Yeah, the function that handles the musical changes is still in need of some adjustments. In the video I managed to grab that super jackpot (booya!) right before losing the multiball. When the super is achieved, the music changes to Long Tall Sally and is supposed to stay playing after the multiball has ended. It was actually a bug in the software that made it stop as soon as the multiball was over. Big sadface there
Yep, all modes and multiballs have their own independent music track now. Really adds an overall depth to the feel of the game, which I'm sure will be heightened once the mode background animations are done and implemented.
Quoted from frolic:
I think I (and maybe others) were thrown off with the talk about the game shipping before xmas, so my eye was more critical
This is too true. We have target dates set, but we're keeping a better attitude about scheduling now than we were in the earlier stages. We still push pretty hard because, honestly, we want this game done just as bad as you all do, but shooting for overly-ambitious milestone dates is not the way to get things done.
Quoted from MrWizzo:
Really like the lower right ball lock and it being back-handable from the right flipper. Is is makeable from the left flipper as well?
It's definitely makeable from the left (more so than the right, honestly, but the half-cradle backhand is so sexy). It's very low, though; like unnaturally low. It's a pretty unique shot, so it's hard to compare to anything else that's out there, but I can tell you it feels lower than shooting straight into the grave shot on an Addams Family, if that gives you an idea. Once you get used to the shot, though, it's pretty clean.