(Topic ID: 257587)

Sonic the Hedgehog Spinball

By McSquid

4 years ago


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  • 1,171 posts
  • 160 Pinsiders participating
  • Latest reply 84 days ago by Joe_Blasi
  • Topic is favorited by 165 Pinsiders

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There are 1,171 posts in this topic. You are on page 2 of 24.
#51 4 years ago

Where did you get the hexagon inserts?

#53 4 years ago

Yup this is it. Placeholder for the emerald shaped ones on the final product. Gonna have to make those myself. Pretend its a top down view til then

11
#54 4 years ago

working on clipping some LCD animations. I'm happy with the way this logo came out.

#55 4 years ago
Quoted from McSquid:

working on clipping some LCD animations. I'm happy with the way this logo came out.

Well done!

#56 4 years ago
Quoted from McSquid:

Once you get it up and running yes its pretty easy to use. I'm going to attempt to improve the existing documentation and examples to help others have an easier time setting it up in the future.

Looking forward to this! I have yet to get VP running (under Wine on Linux in my case), let alone connect MPF.

#57 4 years ago

You need a windows PC for VP. Super simple install. Then install MPF and the MPF bridge.

Quoted from MOSFET:

Looking forward to this! I have yet to get VP running (under Wine on Linux in my case), let alone connect MPF.

#58 4 years ago

Code update 6:

New in this version:
Code:
- Ball save (Initial and lane)
- End of ball bonus
- Top rollovers and bonus multipliers
- Laps/charge (spindash combo to come)
- Rings (Collecting. Bonus unfinished)
- More ring inserts (added to main shots)
- Boss music / sound effects

- Updated UI
- Lots of video clips

Design:

- New boss core design traps ball behind drop target
- New ramp angles make shots smoother

Starting to feel like a game

#59 4 years ago

Looking great! Smoother and fast like a Sonic game should be. That nice wide loop really keeps things moving!

#60 4 years ago

Just received this preview from the cabinet artist. He did such a good job!

Highly recommend Gasan Design for cabinet work

https://www.facebook.com/GasanDesignArt/

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#61 4 years ago
Quoted from McSquid:

Just received this preview from the cabinet artist. He did such a good job!
Highly recommend Gasan Design for cabinet work
https://www.facebook.com/GasanDesignArt/[quoted image]

Loving that genesis grid

#62 4 years ago
Quoted from timtim:

Loving that genesis grid

I'm glad to know someone else likes the grid. Its straight off the spinball box, and I feel cabs from the late 80s - early 90s tended to just be a big logo with a simple BG. I felt like I might be being lazy, but now that I look at it I know I made the right call

#64 4 years ago

Ive had a change of plans in cabinet for the project. I picked up a brand new System 11 cab on facebook marketplace yesterday having it shipped from IN. discussed it with Leslie first and he thought it was a better option than trying to make the space shuttle cab work. This solves the depth problem so we can have the big vertical loop and Id imagine it means I'll get it sooner. It was originally built as a replacement for an Earthshaker. Its amusing to me that its already Sonic blue, but we will be making it genesis cartridge black...

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#65 4 years ago

Test PF cut! This will allow us to test the fit and locations of the various mechs before cutting the final whitewood out of the fancy wood. Then later it can be used as a test/scrap playfield for all kinds of science. I won't be able to do more with this until after I get back from my trip to the North American Pinball Championships but I'm excited anyways

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#66 4 years ago

Looks great! Will you release the VPX as well?

#67 4 years ago
Quoted from McSquid:

Just received this preview from the cabinet artist. He did such a good job!
Highly recommend Gasan Design for cabinet work
https://www.facebook.com/GasanDesignArt/[quoted image]

Sweet! What does the head look like?

#68 4 years ago
Quoted from Xantari:

Looks great! Will you release the VPX as well?

I will be releasing the VPX demo that I put in one of the earlier posts when the game debuts. Hopefully this summer at Pintastic new england

#69 4 years ago

Digging the flow of the virtual - really fun looking layout.

I can see a “double spinner” bonus for keeping both spinners going for ‘x’ seconds.

#70 4 years ago
Quoted from McSquid:

Code update 6:

New in this version:
Code:
- Ball save (Initial and lane)
- End of ball bonus
- Top rollovers and bonus multipliers
- Laps/charge (spindash combo to come)
- Rings (Collecting. Bonus unfinished)
- More ring inserts (added to main shots)
- Boss music / sound effects
- Updated UI
- Lots of video clips
Design:
- New boss core design traps ball behind drop target
- New ramp angles make shots smoother
Starting to feel like a game

This is insane! The get away loop for the Sonic spin is genius! Get those spinners going. There is so much you are going to do with this! Love it!

Growing up in the 90s... Sonic was my jam! New movie was a bit of a let down, but this looks like it will kill it!

1 week later
#71 4 years ago

Sonic the Hedgehog Spinball: Code Update 7

New in this update:

- Attract slide show
- High Scores
- Skill/Super Skill shots
- End of Act/Zone Bonus shows
- Boss animations
- Hold start to cancel a game (not shown)
+ a secret feature implied but not shown

I call this update show-ready. I will still hopefully polish a few things and add some more before the whitewood debut, but everything on the "need" list is complete. The rest are all on the "nice to have" list.

I'm going to visit the CNC shop tomorrow, so code is gonna get shelved for physical building very soon I hope.

#72 4 years ago

Super cool video. Much easier to film VPX than a real machine. Gives a good impression of the game. Keep up the good work.

#73 4 years ago

Test fitting the playfield mechs on the scrap PF. Final whitewood CAD file submitted for cutting. Should have the whitewood PF within the week.

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1 week later
#74 4 years ago

Playfield has arrived! Inserts will now be installed, it will be sanded, and then cleared.

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#75 4 years ago

Inserts installed, Sanded flat, and the initial clearcoat layed down. Yesterday was the only day for the foreseeable future with weather suitable for clearcoating so I rushed to get it ready so I wouldnt be stuck with nothing to work on for a week or more. I will be sanding it flat tomorrow, then doing insert decals. next time the weather goes above 55 degrees it will get the final clearcoat. In the meantime im sure there is plenty of work I can accomplish.

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#76 4 years ago

I made my development cabinet today since the clear needs another day before sanding. It attaches to my playfield rotisserie, and will allow the game to be spun 360 degrees for easy access to all areas while in development and play testing. I'm gonna mount the LCD and some speakers behind it. Probably attached to the ceiling.

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#77 4 years ago

So cool! I wanna come over and play when you get done!

Also, hope you release the VPX when it's all said and done.

#78 4 years ago

Concept / Whitewood art is complete. I sanded the first layer of clear so its ready for decals

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#79 4 years ago
Quoted from McSquid:

Concept / Whitewood art is complete. I sanded the first layer of clear so its ready for decals[quoted image][quoted image]

Bravo sir! I love that you added a loop.

#80 4 years ago

It’s beautiful, way to go!

11
#81 4 years ago

Concept art applied to Whitewood, clearcoating completed.

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#83 4 years ago

I do hope I get to play this machine some day!

Sonic is one of my favorite characters. sonic the hedgehog on Sega Genesis was my first video game to own and play every day as a kid and my first game I ever beat, and beat it multiple times 100%. I took my kids to see the movie and I beamed when they laughed, and loved everything about the characters and wanted to go home and play the video game.

We have a collection of pinball machines at home and would gladly remove one of them to make space for a well done sonic spinball machine.

You’re doing a great job! Thank you for sharing!

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#84 4 years ago

Looks great, but I see a possible problem with your left loop. Yes the kicker is there, but as play happens the kicker will get weak. It could be just weak enough to bring the ball to the top of the loop and drop it straight down to the bottom. If that happens (and it's pinball so it WILL find a way, even if it jumps over a target into that area) it will be stuck between the exit of the loop and the upper gate.

PS. I expect a metal version of the "Lava Powerhouse" music in this game

#85 4 years ago
Quoted from Linolium:

Looks great, but I see a possible problem with your left loop. Yes the kicker is there, but as play happens the kicker will get weak. It could be just weak enough to bring the ball to the top of the loop and drop it straight down to the bottom. If that happens (and it's pinball so it WILL find a way, even if it jumps over a target into that area) it will be stuck between the exit of the loop and the upper gate.

I have indeed thought of this, there will be a LOT of testing on the loop design to mitigate and prevent this. I do have the loop fail escape lane if it doesn't make it around the loop, It will likely be at least part wireform to prevent dropping straight down as you have observed. I'm more worried about balls that barely make the loop and potentially get stuck on the loop exit.

#86 4 years ago

You mean stuck on/under the gate armature? that's n easy fix imo.

You have a lot of space to the left of the gate. drill a small hole, add a spring, and make it a controlled gate. If the ball gets stuck, then during a ball search you can pop open the gate so the ball dribbles down into your loop fail-safe area.

OR

make the loop exit point higher (.75" higher) and have no gate at all. Similar to those plunger lane half ramps you see on a lot of stern games that drop the ball right into an orbit. Adjusting the loop to not be a perfect circle could also boost some power via centrifugal force if done right I think... don't quite me on that though.

Edit: ... actually that may fix your problem.. Lemme make a drawing

#87 4 years ago

Notice the exit of the loop is always going down-hill up the table! that way the ball can "never" get stuck as long as the table angle is correct. And, no the loop positioning isn't correct, this is a rough mockup to give you a visual of my thoughts.

Also: My loop not being drawn round is not an error. Round loops == bad & bumpy motion. Ellipsoid loops == smooth motion. I recommend watching and reading about rollercoaster loop design. The principles would be the same here.
Image1 (resized).jpgImage1 (resized).jpg

#88 4 years ago
Quoted from Linolium:

You mean stuck on/under the gate armature? that's n easy fix imo.
You have a lot of space to the left of the gate. drill a small hole, add a spring, and make it a controlled gate. If the ball gets stuck, then during a ball search you can pop open the gate so the ball dribbles down into your loop fail-safe area.
OR
make the loop exit point higher (.75" higher) and have no ramp at all. Similar to those plunger lane half ramps you see on a lot of stern games. Adjusting the loop to not be a perfect circle could also boost some power via centrifugal force if done right I think... don't quite me on that though.

not sure if i follow on the first suggestion, but the second is one of the first things I will be trying. This would also make the looping shot much smoother

#89 4 years ago
Quoted from Linolium:

Notice the exit of the loop is always going down-hill up the table! that way the ball can "never" get stuck as long as the table angle is correct. And, no the loop positioning isn't correct, this is a rough mockup to give you a visual of my thoughts.
Also: My loop not being drawn round is not an error. Round loops == bad & bumpy motion. Ellipsoid loops == smooth motion. I recommend watching and reading about rollercoaster loop design. The principles would be the same here.
[quoted image]

This is the solution I was going to attempt first. Thanks for the tip on roller coaster loops. I will indeed look that up.

#90 4 years ago

Following

#91 4 years ago

Final sand/polish complete. Assembly begins soon. I streamed this entire process. Twitch.tv/thecephalopod

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#92 4 years ago

Lower third mostly complete

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#93 4 years ago

Completed the first of several mini wizard mode bonus stages in the game. Pipe Run from Sonic 2! Timed invincible multiball where the objective to collect enough rings before the timer runs out. Success adds a ball and continues on, failure ends the mode. In the main game, this mode will be played after 2 Chaos emeralds are collected.

#94 4 years ago

looking cool.

have you played with spinner graphics much? I'm thinking of the sides with different leg and arm positions of him running. could be cool.. maybe

#95 4 years ago
Quoted from BorgDog:

looking cool.
have you played with spinner graphics much? I'm thinking of the sides with different leg and arm positions of him running. could be cool.. maybe

You have come across another planned feature. I intend to see if i can get the spinner to look like his feet runnning, and add a small sprite cutout above it. This will further reinforce the spinners connection to building speed.

#96 4 years ago
Quoted from BorgDog:

looking cool.
have you played with spinner graphics much? I'm thinking of the sides with different leg and arm positions of him running. could be cool.. maybe

Speaking of art suggestions, I think you need to remove the small details around the rings for inserts and maybe use a printed light shield to fill in the center of the ring. Then use transparent ink for the ring itself to let light through. To me the small details around the rings (sparkles)? are too small to see from normal playing angles. Do you think the lit ring and masked center could work?

#97 4 years ago
Quoted from Crash:

Speaking of art suggestions, I think you need to remove the small details around the rings for inserts and maybe use a printed light shield to fill in the center of the ring. Then use transparent ink for the ring itself to let light through. To me the small details around the rings (sparkles)? are too small to see from normal playing angles. Do you think the lit ring and masked center could work?

This^
A nice bright yellow led to make the rings glow would look awesome. And, since those leds are controlled, you could make them shimmer too.

#98 4 years ago

Cool idea... I'll see what I can come up with. There had to be a way to make rings of light.

#99 4 years ago

Busy night.

To start with, I discovered that the CNC lower third I started with was designed for a game with shorter flippers. It's my fault for not checking. As a result I had to redesign the right side, and move the flipper and guides over. It's not perfect right now, as i judged moving the sling and switch holes would be too difficult. However all will be fixed in the next playfield iteration.

The "door" was difficult to install. I swear I gave it plenty of space, but apparently I forgot that a portion of the mounting bracket sticks into the hole. I was able to use my meter stick as a guide and a router bit in my Dremel to make a channel for it. Fits nicely now.

Next I solved a few "puzzles" where mechanisms are close together and need to all fit. The center area is by far the most tightly packed. The biggest mod required to make everything fit was to drill out the rivets of one of the big red targets so I could move the mounting bracket to the front.

The scoop is a problem. I have the raising post that stops the ball of the right ramp in conflict with typical scoop design. I'll have to get a vertical scoop. Good thing PBL has one.

Bent the orbit guides into the right shape. Wasn't too hard. Smaller guides are going to be tougher. I unfortunately used a lot of small guides. Won't do that in the future.

I also was able to cobble together the kicker for the loop. I'm really surprised I got it first try...

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#100 4 years ago

Finished 3d printed prototype ramps, the upper pop section, and the orbit. Pic dump for now, more details to follow
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