is this real life?
...or is it just fantasy?
-The pops and slings did seem a little unresponsive. The slings only fired once or twice. There was also no sound effect for slings or pops as far as I could tell.
Just need switch-adjusting, really. We'll be sure to tweak them for the next time we do anything public. There are sound effects for them, as well, they're just hard to hear over all the physical sounds going on in the room. I think we're going to set up a direct-feed audio/video setup for the game sounds and the DMD for the next video so we can balance it a little better.
-The skill shot beep could use a tweak. I like it ok, but... one thing that annoys me on my TFTC is when someone walks away with a ball in the shooter.
If you leave the game sit, it will eventually play a little sound effect and turn the volume of the game down to zero. Doesn't change the fact that I'm not in love with the beeping, either, so it will probably be manipulated a little bit or toned down.
-The DMD needs to be more tied into the modes. On most games the DMD has some kind of animation/special-scoring/info that is mode specific and stays up during the mode.
Slowly coming together. We haven't come up with anything that we like enough to use yet, but it's in the works.
It's also usually followed by a total score for the mode or something like that, so you know it's over and know what you got out of it.
I think the only mode that will end up showing the total for the mode itself will end up being Unload (the timed 4-ball madness multiball mode) unless there is an overwhelming demand for it in the other modes. The other modes are pretty straight-forward in their scoring, I think.
-There are no flashers in the game. Are there any plans to include flashers?
Of course. The game is programmed for 8, if I recall correctly. Being perfectly honest, we haven't put much thought into those in a while due to other 'stuff' that has been more pressing.
I like the look of the insert, uhm, 'stack'?, between the slings a lot. Anyone have any ideas how those are going to be demarcated?
Check out the attached picture.
a get to the choppa mode where you collect the remaining crew to Escape.
We kinda went the other way on that one with Killing Spree. Instead of helping characters escape, you help them die. Pretty cool, huh?
Does anyone else have a tough time seeing what the DMD animations are? Maybe it is just the grid lines, but I can rarely tell what the animations are?
We hear this a lot, and it's tough to get people to go on faith, so I'm going to get a little bit technical for just a second. First of all, no, it's not a bad camera or poor lighting or something, it is the DMD that looks 'muddy.' The display we're using for this prototype is a PinLED model. PinLED's are a great replacement for older DMD games and they save a lot of heartache if you have a bad or "iffy" dmd supply board. The issue is that they are designed for those older games and they only have 4 "colors" (bright, normal, dim and off). The animations we have in here are made in 16 "colors." This means that you're essentially losing 75% of the "colors" to the next closest drive-state. It's very noticeable at all levels, to be sure, but it's most noticeable in the lower end of the "color" spectrum, where the lower colors are replaced with the "off" drive-state, essentially leaving "holes" in the animations. We're picking up our new display in about a week, and we will put up a short video (no post-production stuff, just a quick look) showing the difference in the DMD quality. While the animations, I believe, are still pretty decent in their current state, I will trust that literally four times better will be acceptable to most anyone
Well a color dmd would have to be programmed to that specific game and I'm not so sure skit-b has the resources for that.
Color DMD's aren't exactly DMD's, to be sure. They are LCD screens that have been meticulously programmed and tied in to the games they have been designed and made for. If we were going to go that far, we would have just went with a normal LCD screen and allowed for like 720p animations in 32-bit color. I can't speak for Aaron specifically, but as a player, I'm not totally sold on LCD in pinball yet, unless we're talking about something like the P^3's application. An LCD as a display is something that is going to take a long time for me to get used to.
Great sense of humor and attitude guys.....keep up the great work!
Needs to be RED! BLOOD RED.
Most likely will be.
Plasma displays would help a lot, I asked about them before and Kevin didn't see a reason it couldn't be an aftermarket upgrade. As it stands the grid edges and different brightnesses of the patchwork are easier for the eyes to settle on than the actual moving images, hence the problem. Only way to fix it is epic contrast (Tron did that, I don't think it's ideal because it cripples all machines to improve some), or put in a plasma.
Plasma displays are power-hungry monsters and require a separate PCB to power them. That being said, all of the display animations and data are stored on the computing unit, so it would be feasibly possible to convert a Predator to use a plasma display by switching the DMD's out and adding a board that could power it without the need of ROM chips on the display board or on the DMD itself. I didn't know that Stern has tackled the gridline issue in such a way, that's very interesting. I'm not saying anything bad here, but I read "epic contrast" as "loss of definition."
I also agree about having better differences between modes, whether it be with music change or DMD intro.
The music does change, and every "mode" (being standard mode or multiball or whatnot) has a unique intro animation. It can get pretty hard to follow as more and more modes get stacked up, and the music is getting reworked into something of a priority queue. Also, there was a bug in the first video right after Killing Spree started that caused the music to reset back to the overall gameplay music (but we think we have a good idea where that came from)
If I recall talking to kevin at the expo that the DMD they are gonna use is gonna have 16 colors instead of 4 which is the one in the video.
I wish I would have seen this post before I typed out that long-winded response above, but since I already spent the time to type it out, it stays
I also recall Kevin saying that cointakers is gonna help them with a better light for the UV.
Definitely need more Predator(clicking) noises in the game, possibly random.
Interesting idea... I wonder if it would be distracting? We'll try it out and see what happens.
I don't know how those systems work, but, couldn't the code be identical and the DMD swap fix it? I mean the signal could be being sent to handle those 16 shades or whatever, and if the hardware can't hack it it'll just put up the best match with the four it has like a crap TV on a good signal.
This is pretty much exactly what's going on.
I'm sure they are going to stop by over the next few days to answer our 8 million questions, lol.
Working on it
if they're realistically two to three months out from making the first games, I would think time is tight.
You would be right.
the black ramps are not..horrible..
Yes they are.
I can't remember which game i saw clear green ramps on but i think that would look cool on Predator..
Maybe, but I don't think we're going to play with ramp color on this one. Clear is nice and clean and doesn't get in the way of much, if anything.
Longest post ever? Maybe. Hope I answered everything you guys were hoping for.