(Topic ID: 257587)

Sonic the Hedgehog Spinball

By McSquid

1 year ago


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  • 685 posts
  • 112 Pinsiders participating
  • Latest reply 2 days ago by McSquid
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    There are 685 posts in this topic. You are on page 11 of 14.
    #501 3 months ago
    Quoted from sharkey1331:

    McSquid - I wonder if it is possible to simulate some of the bonus games, like in Sonic 2 when Sonic runs through the course getting rings/avoiding bombs, or in Sonic 1 with the spinning areas... What you have looks really cool!

    Get out of my mind. I literally made this 2 hours ago:

    pipe (resized).png
    #502 3 months ago
    Quoted from TheArrrrrcade:

    MPF actually has a feature where you can map a "display" to your playfield lights instead of to a screen. This is a similar technique to what TNA uses. You can get much more dynamic light shows this way.

    This is what I thought they were referring to. I may experiment with this, but im pretty sure I want to limit my additional use of the MC to avoid lag. I'm already planning on using 2 displays, for now ill stick with the show creator.

    #503 3 months ago
    Quoted from McSquid:

    Get out of my mind. I literally made this 2 hours ago:[quoted image]

    Tried it, don't like it. I'm gonna try again with the shot arrows left out of it. Confuses the player even when they know what's going on.

    #504 3 months ago

    Would love for Spooky or AP to pick this up and manufacture. It would definitely be a hit. So much fun just looking at it!

    #505 3 months ago

    Does spooky manufacture with Fast? Not that switching over to multimorphic would be difficult. MPF wouldn't care either way.

    #506 3 months ago
    Quoted from Cmartin1235:

    Does spooky manufacture with Fast? Not that switching over to multimorphic would be difficult. MPF wouldn't care either way.

    Indeed. Mpf doesn't care. Would be an easy switch.

    #507 3 months ago
    Quoted from McSquid:

    Tried it, don't like it. I'm gonna try again with the shot arrows left out of it. Confuses the player even when they know what's going on.

    Remade this show leaving out the shot lights. I left the "data" lights in (act, emeralds) as the player doesn't look to them for instructions. I
    LOVE the new show. It feels like you're traveling through the pipe. I'll post a video soon. Trying to come up with more clever light shows now.

    #508 3 months ago

    Ive always liked the search light pattern from data easts lw3..

    May be too antique for your build tho!!

    #509 3 months ago
    Quoted from trueno92:

    Ive always liked the search light pattern from data easts lw3..
    May be too antique for your build tho!!

    can you find me a video? interested in any case

    #510 3 months ago

    Its basically a fan that sweeps left to right and originate from a saucer or shoot again insert. Ill try to find one.

    #511 3 months ago

    Some pattern ideas.

    #512 3 months ago

    You planning on a cup holder?

    F1785CFE-D8C8-4830-A507-4FD35AC27302 (resized).jpeg
    #513 3 months ago
    Quoted from northvibe:

    You planning on a cup holder? [quoted image]

    Every game needs a cup holder. I usually glue a promo plastic to a pingulp. I'm sure I can find something. Never again at a show though. I had a pingulp on my BK2K at a show, and every day it was full of trash by the end.

    #514 3 months ago
    Quoted from trueno92:

    Some pattern ideas.

    The search lights are cool. Could make those pretty easily. Thanks for making the video. Not really a fan of the "all on except a circle" pattern though.

    #515 3 months ago

    Tonight's stream:
    https://www.twitch.tv/thecephalopod/v/933694931?sr=a&t=3031s

    More lightshows, half of the light rails now color match GI, and the elephant in the room: Comprehensive Fission Devastation. Check it out!

    image (resized).png
    #516 3 months ago

    That is bonkers.

    Hide a game within a game.

    Should throw a teaser mode in there.. like with those 90s DE games, they would advertise an upcoming title... maybe you coukd do an easter egg where if you start a game during the next title advertisement, the game plays with some alternate call outs or a mode that is featured on an upcoming title.

    Or plays as normal and a sequence starts a mode with alternate call outs that will be featured in an upcoming title!

    #517 3 months ago

    Got some work done tonight. New right ramp designed and printing

    Left side is the new "medium depth" ramp, less steep for fewer airballs, hopefully better geometry for forehand shots keeping momentum and giving good signpost hits. Not as drastic as the scrapped long ramp, I hope this design preserves the good backhand geometry (and actually fits ::fingers crossed:

    I also made cardboard templates for another batch of plastics. Will trace those into CAD and print them this weekend. I'll stream if I have enough interesting things to work on.

    pasted_image (resized).pngpasted_image2 (resized).png
    #518 3 months ago

    What type of filament are you using for your ramp prints?

    #519 3 months ago
    Quoted from McSquid:

    I had a pingulp on my BK2K at a show, and every day it was full of trash by the end.

    I don't agree about the pingulps at shows... But, they are litter magnets. I fukin hate that people are that lazy and obviously left their mom at home. At least bring her to the con

    #520 3 months ago
    Quoted from MOSFET:

    What type of filament are you using for your ramp prints?

    I use PETG filament.

    Just finished the 15 hour print for the ramp, only to have it shatter while trying to remove the support material. Enraging, but it's my fault for not throwing away the brittle spool of PETG when I discovered it. Trying again with what I THINK is good PETG

    FJIMG_20210306_021359 (resized).jpgFJIMG_20210306_122308 (resized).jpg
    #521 3 months ago
    Quoted from McSquid:

    I use PETG filament.
    Just finished the 15 hour print for the ramp, only to have it shatter while trying to remove the support material. Enraging, but it's my fault for not throwing away the brittle spool of PETG when I discovered it. Trying again with what I THINK is good PETG

    Thank you, and oh no!!

    I love that bright blue color in the second picture!

    #522 3 months ago
    Quoted from McSquid:

    I use PETG filament.
    Just finished the 15 hour print for the ramp, only to have it shatter while trying to remove the support material. Enraging, but it's my fault for not throwing away the brittle spool of PETG when I discovered it. Trying again with what I THINK is good PETG[quoted image][quoted image]

    I don't know much about 3d printers so maybe a stupid question, but will a printed ramp really hold when being bashed by a heavy metal ball? Those standing plastic edges at the entrance will be hit hard and often while playing.

    Or just for prototyping and you will make metal ramps later on?

    #523 3 months ago
    Quoted from Lhyrgoif:

    I don't know much about 3d printers so maybe a stupid question, but will a printed ramp really hold when being bashed by a heavy metal ball? Those standing plastic edges at the entrance will be hit hard and often while playing.
    Or just for prototyping and you will make metal ramps later on?

    All 3D printed parts in the game are temporary. We are still working on a prototype after all. However, Im using the same material vaccuformed pinball ramps are made of, The right ramp im replacing held up to ~4 ish months of punishment before cracking. Planning on doing metal ramps but I may end up going plastic on the right for visibility.

    #524 3 months ago
    Quoted from McSquid:

    Got some work done tonight. New right ramp designed and printing
    Left side is the new "medium depth" ramp, less steep for fewer airballs, hopefully better geometry for forehand shots keeping momentum and giving good signpost hits. Not as drastic as the scrapped long ramp, I hope this design preserves the good backhand geometry (and actually fits ::fingers crossed:
    I also made cardboard templates for another batch of plastics. Will trace those into CAD and print them this weekend. I'll stream if I have enough interesting things to work on.
    [quoted image][quoted image]

    Ever thought about making a high bank on a ramp and contouring the edge so it would roll up it and around? Might make it feel more clunky? Could add speed on a clean shot... might look cool from player perspective.

    #525 3 months ago

    What about some kind of rifling into a tube, get it to loop from a clean shot? I know it sounds crazy...

    10
    #526 3 months ago

    It was a "put on headphones and get to work" kind of day.
    New stuff:

    - An apron that fits (finally!)

    - Remaining obvious plastics complete. Some multi tier plastics still waiting

    - New medium length right ramp (with metal protectors)

    - Sonic, Knuckles, and Tails toys (tails is flying!)

    I love the way it looks. I only got to test the right ramp for a few minutes, but It needs tweaking. I think it can work though. I might need to move/adjust the left return ramp to make more room. The right ramp really wants to turn a bit to the left and it cant since the return ramp is in the way. The return ramp needs to pass over the ramp stop however, so I may have to see if I can move it to get everything flowing the way I want.

    I'll probably do a playtest stream Monday or Tuesday night. I wanted to do a shop stream but I'm happy to just have made progress.

    FJIMG_20210307_204857 (resized).jpgFJIMG_20210307_204903 (resized).jpgFJIMG_20210307_204927 (resized).jpgFJIMG_20210307_204938 (resized).jpgFJIMG_20210307_204944 (resized).jpg
    #527 3 months ago

    No Amy Rose? :p

    #528 3 months ago
    Quoted from Malenko:

    No Amy Rose? :p

    I do have an amy figure, just don't know where to put her yet.

    #529 3 months ago

    I don't have any pictures, but I did some "interactive" light shows today. Little things that happen as you do things on the playfield.

    - Sling hit
    - Loop charge and release
    - Scoop eject
    - Boss hit

    Still got more to do, but it's a good start. I'll stream it when I get the bandwidth/energy. Going through some tough stuff, but doing OK.

    #530 3 months ago

    Today:

    More light shows:

    - Use shield
    - Pop hit (need to install light)
    - Boss explode

    Redid some old light shows to reflect actual real life rail light positions (which are also fixed)

    Finally fixed lightning shield
    - Infinite center saves --> 3 charges
    - Finished adding "ring magnet" effect. Will now collect rings from the shot hit and the shots next to it. (proud of this since I basically rewrote the entire rings code and it worked perfectly on the first try)

    L-O-O-P slide/sound effect finally added for light loop award

    Gonna stream tonight at ~8:30 EST. so we can test out all the new stuff. Might turn into a tech stream (moving left return, install pop light) if i hate the right ramp.

    #531 3 months ago

    McSquid Sorry if this was asked/answered, but what is the stream link and what time (zone) do you usually stream at?

    #532 3 months ago

    Man, the depth of the ruleset on this is tremendous. Great work. Really hope theres an opportunity to play a production version of this someday.

    #533 3 months ago

    Sorry I forgot to post the link! Here is the vod from the stream!

    https://www.twitch.tv/videos/944775554

    #534 3 months ago

    a few code updates/fixes I accomplished in the past few days:

    - Shoot again light general wonkiness should be fixed. Should function correctly in all modes...I hope.
    - Mania multiball music now random of 3 tracks (im sure you guys were also getting tired of that one)
    - Mania multiball jackpots are now progressive (+5% for each scored)
    - lightning shield "charges" light should be fixed
    - Switch (quick) multiball is now an add-a-ball and jackpots are more valuable
    - Loop award "next award" list fixed. Now lines up with what you actually get
    - Extra balls are now properly handled.
    - Extra ball on ball 1 no longer soft locks the game
    - Shoot again show added
    - Lots of little bugs discovered during game streams have been fixed. (I.E. I actually went through my bug notes)

    I'm gonna do a tech stream this weekend. Move left return lane, try another right ramp. Not sure if it will be Saturday or Sunday night. Ill make sure I post here when I know.
    Stream audio quality has been drastically increased as well

    #535 3 months ago

    Streaming tonight at 8pm EST. Lets tetris some ramps

    https://www.twitch.tv/thecephalopod

    #536 3 months ago

    pushing it back until the TTI stream is over. probably ~ 9-9:30

    #537 3 months ago

    Nevermind. Over already haha. Starting soon

    #538 3 months ago

    https://www.twitch.tv/thecephalopod/v/948597000?sr=a&t=2309s

    Last nights stream. Bent some things, hit others with a hammer, drilled a bunch if holes through stuff and eventually succeeded in moving the left ramp return over 1/2 inch. Installed a new right ramp (same file/design as before, but not bent with a heat gun) it works PERFECTLY. Right ramp is now buttery smooth as both a backhand and forehand shot. I'll get pictures tomorrow. Second half of the stream was gameplay with a lot of new little things.

    #539 3 months ago

    So I was gonna tell you all how I re-rendered all the in game videos with HD 60FPS upscaled versions today, but that is not nearly as exciting as the other thing that was accomplished. Check it out:

    #540 3 months ago

    Worked on twitch integrations some more. Soon it will be ready and able to do some fun stuff.

    Here are pictures of the new right ramp and left return location. You can see the old hole Location and new for the ramp stop. Had to chop up the pop bracket to make it fit but it works. If you look you can see how much better the right ramp aims at the flippers.

    FJIMG_20210316_171546 (resized).jpgFJIMG_20210316_171624 (resized).jpgFJIMG_20210316_171637 (resized).jpgFJIMG_20210316_171734 (resized).jpg
    #541 3 months ago

    Your whitewood is so beautiful. love this project

    #542 3 months ago

    Looking pretty good!

    #543 3 months ago

    This game is so sick.

    #544 3 months ago

    What do you guys think of this right here? Do I even need that wall? I'm thinking i could easily open the scoop shot up and prevent rattle outs by just deleting that wall. I can replace it with a wire guide (or nothing) and move the target a bit. Stern JP has a post in front of the flipper that everyone hates because it comes loose, but a target isn't gonna come loose.

    I'm refocusing on some final v1 playfield adjustments as part of a larger effort to get started on playfield #2. Gonna disassemble the whole thing and rebuild it with all the new changes, a proper BoM, and updated CAD. Its my hope that ill be able to have v2 ready with plenty of time to spare before all of you start getting your hands on it (fingers crossed) this coming fall/winter.

    The code is far enough along that I could ignore it completely and it would be fine. I have someone who will cut my PF for me so I don't have to wait to get a CNC anymore. You guys know I work fast. I can get it done by summer no problem if I commit. Its just tough committing to taking it all apart even if I know its for a good reason.

    pasted_image (resized).png

    #545 3 months ago

    I'm a fan of wide open. What are the cons of having nothing there?

    #546 3 months ago

    I think wire guide would make sense if it's enforcing a curvature...but if it's just there as a physical barrier I'd say wall if it's a high impact zone, or nothing if you're looking to reduce rattle. I don't see an easy way for the ball to get stuck there plus it'll be easier to adjust the flipper without it.

    #547 3 months ago

    I see a potential issue with nothing there being the shot gets weird if the flipper is up. I guess it's easy to test though.

    #548 3 months ago

    Yeah any barrier like a wire form that leaves a gap from underneath the flipper to the inner bend could get the ball stuck in the right circumstance which is why I assume you have the double wall right now. That is a similar pattern to what the getaway uses for mounting the traffic light to the top of a post while making dedicated lanes for the ball on either side.

    I'd say if the rattle is too extreme try without it, but I'd be nervous of a ball sticking with a wire unless you could get the bend towards the left of the target and if it bends over there it might look a bit out of place

    #549 3 months ago

    I like the wire. I think it's neat to skillfully "lock" a ball behind an upper flipper during a multiball (I'm assuming there is stage flipping). You'll also want to fiddle around with the balls search parameters so the flipper moves if the player tilts with a ball trapped there.

    If the shot was tighter, then I'd suggest no wall because then a player can raise the upper flipper to make the opening a bit bigger. An example is the lock shot on F-14.

    #550 3 months ago

    Did the thing, and rebent the right wall. Feels much better. Doesnt rattle out often, and that extra 1/4 I moved the target makes hitting it just a little easier. Feels good.

    While I was in there I felt motivated to weld the tight wireform. I didn't quite finish (up at the top) because I ran out of prefabricated rings and didn't feel like making more. Looks really good.

    FJIMG_20210319_191505 (resized).jpgFJIMG_20210319_211712 (resized).jpgFJIMG_20210319_211715 (resized).jpgFJIMG_20210319_211720 (resized).jpgFJIMG_20210319_213602 (resized).jpg

    There are 685 posts in this topic. You are on page 11 of 14.

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