(Topic ID: 257587)

Sonic the Hedgehog Spinball


By McSquid

7 months ago



Topic Stats

  • 186 posts
  • 51 Pinsiders participating
  • Latest reply 4 days ago by McSquid
  • Topic is favorited by 82 Pinsiders

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    There are 186 posts in this topic. You are on page 4 of 4.
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    #151 27 days ago

    Water Zone and Game select:

    New to the game are the game select and water zone

    Game select has you choose a classic sonic game after pressing the start button. All level titles, backgrounds, and music are changed to match the game you chose. Play to your own personal nostalgia by choosing your favorite! Sonic 1, 3, and Spinball are the current options. 7+ games planned.

    Water Zone is the third main mode of the game. The player must shoot the moving lit shots while also occasionally shooting the center bank to breathe an air bubble and avoid drowning! If you drown, the flippers will turn off and you will drain! Don't worry though, If you have a water shield you can breathe just fine underwater.

    Likely a bug fixing sprint to come next. I love new modes and features but you can't let the bugs pile up too high or it ruins the experience.

    #152 27 days ago

    Wowser!

    #153 27 days ago

    Bravo!! Well done on the addition of Hydrocity; very clever method for incorporating the drowning/breathing. Nicely done -- can't wait to show my daughter your latest update.

    By the way, you'd asked if we had other suggestions -- she said the Mecha/Metal Sonic is a pretty common thread throughout the games/shows/comics/etc., so she suggested a metal-sonic multiball / battle or something like that. ...not to give you more work to do.....just an idea.

    My only other thoughts were bringing in Flying Battery and/or Ice Cap zones, since they have the best music.

    #154 27 days ago

    This project is awesome. Keep up the fantastic work!

    Sonic movie was a success. Here is hoping someone can bring this to the masses after once you are done; If that is something you are interested in. Sega is clearly into retro things with the genesis mini, sonic mania, etc..... they seem to do a fair amount of licensing as well.

    #155 26 days ago
    Quoted from SkyKing2301:

    Bravo!! Well done on the addition of Hydrocity; very clever method for incorporating the drowning/breathing. Nicely done -- can't wait to show my daughter your latest update.
    By the way, you'd asked if we had other suggestions -- she said the Mecha/Metal Sonic is a pretty common thread throughout the games/shows/comics/etc., so she suggested a metal-sonic multiball / battle or something like that. ...not to give you more work to do.....just an idea.
    My only other thoughts were bringing in Flying Battery and/or Ice Cap zones, since they have the best music.

    Please once again tell your daughter she has excellent ideas. The metal sonic battle is actually already a planned feature and integrated into the rules scope. It will be a "final battle" type mode before the Super Sonic wizard mode. When you get the 7th chaos emerald, Metal sonic shows up and steals it. You must then chase him down and defeat him to reclaim the emerald.

    metal (resized).png

    Flying Battery and Ice cap are confirmed. Here is a list of the planned stages (with secrets censored )
    levels (resized).png

    If you guys want to watch the build process at all, I stream live on twitch at: https://www.twitch.tv/thecephalopod (as a warning I sometimes swear while live-streaming, especially when dropping screws or when the software crashes. If you and your daughter watch, make sure you let me know so I can try to be good and properly appropriate)

    #156 26 days ago

    Small update today, While I'm chasing down some of the more advanced bugs I started coding some of the small features that I never got around to before and closing up some gaps in polish. Coding new features is my favorite part so keeping a few little shiny new things in the pipe helps my motivation. I am happy to say that the in game level timers + time bonus are now functional. It really feels like a Sonic game now with the score, timer, and rings all changing as you play. I also was finally able to get the level background to stick around for the signpost level end. Its a small thing, but the black screen reminded me constantly how unfinished everything is haha.

    level timer (resized).pngtime bonus (resized).png
    #157 26 days ago

    What an awesome way to integrate the scoring! I don't think anything like this has been done before. Certainly beats waiting to trap the ball to check status reports.

    Do you plan to reach out to Sega at some point to request licensing for some form of mass production? You really have something special here and the quality design/integration with Sonic Mania will catch their attention.

    #158 26 days ago

    Have you considered adding optos in the wire form mounts and you could raise the collect rings total? Have you considered adding dr robotnik on a mech that swings out to the playfield that you bash. Basically like stern did with crane on batman the dark knight? Super nice job btw!

    #159 26 days ago

    So far the coding on this game is awesome! Keep up the great work! Can't wait to see the finished product.

    #160 26 days ago

    Looking great!

    #161 26 days ago
    Quoted from Crash:

    What an awesome way to integrate the scoring! I don't think anything like this has been done before. Certainly beats waiting to trap the ball to check status reports.
    Do you plan to reach out to Sega at some point to request licensing for some form of mass production? You really have something special here and the quality design/integration with Sonic Mania will catch their attention.

    I do intend to make them aware of the project at some point. Right now I feel like I have a lot more work to do before id want to pitch anything like that. For now its staying a passion project. However I remain open to the discussion of the game being produced if any of the pin manufacturing companies wanted to work with me and possibly obtain the license.

    #162 26 days ago
    Quoted from CLEllison:

    Have you considered adding optos in the wire form mounts and you could raise the collect rings total? Have you considered adding dr robotnik on a mech that swings out to the playfield that you bash. Basically like stern did with crane on batman the dark knight? Super nice job btw!

    Dr. Robotnik will be a bash toy like the saucer from attack from mars. My robotnik model is on preorder, so when it shows up I will look into implementing it.

    #163 25 days ago

    Hey I got my daughter up to speed (pun intended), she's super excited as always. While showing her your level list, I noticed for S&K, you have Sandopolis and Flying Battery mixed up -- in the game, Flying Battery is stage two and Sandopolis is stage three. Also, for Sonic 3, Marble Garden is stage 3 and Carnival Night is stage 4. (Yes, we play S3/S&K too much.) lol)

    #164 25 days ago
    Quoted from SkyKing2301:

    Hey I got my daughter up to speed (pun intended), she's super excited as always. While showing her your level list, I noticed for S&K, you have Sandopolis and Flying Battery mixed up -- in the game, Flying Battery is stage two and Sandopolis is stage three. Also, for Sonic 3, Marble Garden is stage 3 and Carnival Night is stage 4. (Yes, we play S3/S&K too much.) lol)

    Since my game does not have stage numbers (other than code references) and zones can be done in any order, I placed each zone where it made the most sense thematically rather than in chronological game order.

    #165 25 days ago
    Quoted from McSquid:

    Since my game does not have stage numbers (other than references in code) and zones can be done in any order, I placed each zone where it made the most sense thematically rather than in chronological game order.

    #166 23 days ago

    The system 11 cabinet I bought ~2-3 months ago arrived today. COVID plays hell with shipping. Haven't done into it yet, trying to finish off my Bally Playboy commission first. But at least I can test fit a lot of the cabinet parts I scavenged.

    I'm not exactly sure when it happened but this game got FUN. I was just play testing to see if I resolved a bug I introduced while squashing another bug, and next thing I knew I was super into the game. I ended up getting far enough to find a game looping bug. The bonus pipe multiball doesn't reset something so it can't be played a second time once you finish your 4th zone. The rest of the looping works though. Can't have bugs like this ruining epic games! I'm gonna keep working on bug fixes and fleshing out minor features before moving on. Coming up in dev soon will be mystery awards, loop awards, badnicks, and a few other things before we do the 4th main mode and second bonus stage. I think I'm also going to add S&K to the game select soon... Dying to hear some mushroom hill

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    #167 21 days ago

    Here are the VODs from the stream last night in case anyone wants to see. Its mostly gameplay this time.

    https://www.twitch.tv/videos/682874667
    https://www.twitch.tv/videos/682956010

    #168 21 days ago

    I made 2 more media packs today. Next time I'll stream it maybe so the process can be seen. This allowed me to test how truly "drop in" my framework allowed additional games to be. It took around 5 minutes to add both of these games to the code and they work perfectly. (the packs themselves were a little more work.) Who is ready for some Chemical Plant and some Mushroom Hill?

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    #169 18 days ago

    New stream equipment and layout! New main mode! New Zones!

    Couldn't sleep a few nights ago and was feeling ambitious. I knocked out the 4th main mode: Yellow emerald. Combo shots. Hit any of the shots that feed a flipper (all but center and scoop) to light combo shots coming off the next flipper. Shoot them to make mode progress, chain them to clear the zone quickly and maximize time bonus! A good set of zones comes with this one: Casino night x 2, Spring yard, Flying battery, and ugggh also Carnival night (yuck)

    Stream now has direct video and sound from the game. Moved the mic and improved lighting. Also a new layout with widescreen (and 60FPS) secondary cam.

    new stream (resized).png
    #170 18 days ago

    Is there a stream of that we can play back? I only see the one from 4 days ago.

    #171 18 days ago
    Quoted from McSquid:

    New stream equipment and layout! New main mode! New Zones!
    Couldn't sleep a few nights ago and was feeling ambitious. I knocked out the 4th main mode: Yellow emerald. Combo shots. Hit any of the shots that feed a flipper (all but center and scoop) to light combo shots coming off the next flipper. Shoot them to make mode progress, chain them to clear the zone quickly and maximize time bonus! A good set of zones comes with this one: Casino night x 2, Spring yard, Flying battery, and ugggh also Carnival night (yuck)
    Stream now has direct video and sound from the game. Moved the mic and improved lighting. Also a new layout with widescreen (and 60FPS) secondary cam.
    [quoted image]

    You are everything I wish I could be. Well done.

    #172 18 days ago
    Quoted from Crash:

    Is there a stream of that we can play back? I only see the one from 4 days ago.

    Not yet. This was just a test. Ill likely be streaming Friday. My internet is flakey and the repair guy is coming to fix it Friday morning.

    #173 12 days ago

    Here is the VOD for tonight's stream. My internet was a little flaky so there are separate links for the last ~45 minutes or so

    https://www.twitch.tv/videos/691790847

    https://www.twitch.tv/videos/691855835

    https://www.twitch.tv/videos/691879448

    #175 11 days ago

    Woot! Just curious -- did they contact you first or did they just go and write this?

    #176 11 days ago
    Quoted from SkyKing2301:

    Woot! Just curious -- did they contact you first or did they just go and write this?

    They just wrote it. I stumbled across it while googling to find this pinside thread on my phone (where it isn't bookmarked)

    So far media attention has been a mix of talked to me first or didn't 50/50. Everyone has given proper credit and/or linked to this thread or my twitch so I don't mind.

    #177 10 days ago

    Sonic Mania asset pack added:

    #178 10 days ago
    Quoted from McSquid:

    They just wrote it. I stumbled across it while googling to find this pinside thread on my phone (where it isn't bookmarked)
    So far media attention has been a mix of talked to me first or didn't 50/50. Everyone has given proper credit and/or linked to this thread or my twitch so I don't mind.

    Interesting. Without contacting you, that just seems like lazy reporting / "we're writing about something random we found on the internet so we'll have something to generate clicks / ad revenue".

    #179 10 days ago
    Quoted from SkyKing2301:

    Interesting. Without contacting you, that just seems like lazy reporting / "we're writing about something random we found on the internet so we'll have something to generate clicks / ad revenue".

    Yep, that's how it seems. My own build made it to the DIY news sites too (no contact) full of outdated and outright incorrect information.

    #180 10 days ago

    Spent some time last night updating the UI. Speed+gauge are bigger to highlight their importance a little more, and a lot of other edits for readability on brighter backgrounds. Updated the rest of the static text to the yellow/gold for consistency, and added a lot of shadows for the white text to display on.

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    #181 8 days ago

    Here is the biggest chunk of last night's stream. New right ramp is great. That shot is no longer a bottleneck and is fun to shoot again. Anti sway mount for ring standup 2 is great as well and has eliminated the half ramp straight into R outlane.

    https://www.twitch.tv/videos/695671358

    Also here is a 4 spin speed breakthrough I got last night. Never gets old.
    https://www.twitch.tv/videos/696345544

    #182 7 days ago

    I successfully added a lock down bar button to my Williams lock bar setup. It wasn't as hard as I expected it to be. As you can see I did have some trouble getting my holes in the right place for tapping. Not sure how/if I'll get an RGB light in there but that's a problem for another day.

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    #183 6 days ago

    Important messages! Sonic says and play tips added to attract.

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    #184 5 days ago

    Flips awesome - great work.

    #185 5 days ago

    Bug hunting and new zone live stream tonight at 6pm EST
    https://www.twitch.tv/thecephalopod

    #186 4 days ago

    Biggest chunk of tonight's stream (still having internet problems. Tech comes for the 3rd time on Thursday) hunted down a few bugs, showed off some icey stages.

    http://www.twitch.tv/thecephalopod/v/699550864

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