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(Topic ID: 257587)

Sonic the Hedgehog Spinball


By McSquid

11 months ago



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  • 268 posts
  • 70 Pinsiders participating
  • Latest reply 56 minutes ago by McSquid
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    #151 4 months 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 4 months ago

    Wowser!

    #153 4 months 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 4 months 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 4 months 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 4 months 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 4 months 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 4 months 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 4 months ago

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

    #160 4 months ago

    Looking great!

    #161 4 months 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 4 months 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 4 months 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 4 months 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 4 months 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 4 months 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 4 months 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 4 months 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?

    sonic 2 (resized).pngsonic k (resized).png

    #169 4 months 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 4 months ago

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

    #171 4 months 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 4 months 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 4 months 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

    #176 4 months 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 4 months ago

    Sonic Mania asset pack added:

    #178 4 months 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 4 months 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 4 months 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.

    UI update (resized).png
    #181 4 months 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 4 months 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.

    FJIMG_20200731_224200 (resized).jpgFJIMG_20200731_224411 (resized).jpgFJIMG_20200731_224426 (resized).jpgFJIMG_20200731_224439 (resized).jpgFJIMG_20200731_224444 (resized).jpg
    #183 4 months ago

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

    FJIMG_20200801_172339 (resized).jpg
    #184 3 months ago

    Flips awesome - great work.

    #185 3 months ago

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

    #186 3 months 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

    #187 3 months ago

    Ive been live streaming instead of documenting my work lately. Sorry for that. I promise to shoot some youtube videos of all the new stuff soon. on this list we have two zones (combos and ice) mystery awards (including a new multiball) heck I still haven't shot a video of Mania Multiball. Sorry guys I promise to film it all soon so you dont have to wade through twitch replays.

    Until then, here is what I did today to tide you over:

    Sonic 3D Blast media pack has been completed and implemented. Some of the best music in the series comes with it. Finding the Mystic cave zone mostly see through track/floor has made the weird backgrounds less strange while also being easy. change a few colors and it blends right in and sonic is no longer running in mid air.

    I'm struggling to diagnose two game breaking bugs that remain. I get a stick overflow crash sometimes when beating a level/starting zone select (but not always) Id say it happens 15% of the time and when it does the logs just cut off. No useful information at all. The other is newer. and also intermittent. Sometimes when an early ball saver triggers (hit outlane switch and it doesn't wait for the ball to go down before launching the next one.) the game puts two balls in play instead of one. at least this one doesnt kill the logs. I have a few saved to look through. Seriously though thats it for game breaking bugs. I have plenty of visual, music, and light bugs, but the game is approaching true stability from a code/crash perspective.

    3db (resized).pngRR (resized).png
    #188 3 months ago

    The second mini wizard mode for Sonic Spinball! Bonus Slots!

    Hit the flashing arrows to have a pull on the slot machine! Collect rings to score bonus! Watch out though: If you run out of time or hit Robotniks you lose it all!

    This is currently the most complex mode in the game coming in at around 1550 lines of code. I'm really happy with how it turned out. Needs some tweaking but its mostly done. I'm also really glad I decided to animate the background. It really makes the whole thing pop.

    #189 3 months ago

    Very cool and inventive. A slot machine totally works with your other additions. Great fun!

    #190 3 months ago
    Quoted from McSquid:

    The second mini wizard mode for Sonic Spinball! Bonus Slots!
    Hit the flashing arrows to have a pull on the slot machine! Collect rings to score bonus! Watch out though: If you run out of time or hit Robotniks you lose it all! This is currently the most complex mode in the game coming in at around 1550 lines of code. I'm really happy with how it turned out. Needs some tweaking but its mostly done. I'm also really glad I decided to animate the background. It really makes the whole thing pop.

    Great job on this, as I know this was a ton of work to implement, and it's another good example of your excellent efforts to bring in the themes from the game. Constructive criticism ahead though ... which I'm sure isn't what you'd want to hear after putting all the effort into this part. But thinking about it did spawn another idea. Read on...

    Personally, I always found the slot machines to be the absolute most boring part of the Sonic games -- it just takes too darn long. I don't want to stop and wait around for slots to spin and rings awarded. Any time I'm playing through S3 or S&K, whenever the slot machine bonus level appears at the lampposts, I skip it every time. I'd much rather play the Gumball Machine or the Spheres -- and I do stop to play those. They're short, and they're more fun because at least you have control. I imagine this will be a problem here in the pinball too -- having to hit the shots will be fun, but sitting around waiting for the slots and rings will get boring.

    Come to think of it, the Gumball Machine would actually serve as great bonus game / Video Mode, since you can have control (only need to move left and right via flipper buttons). Plus it's a much shorter mode and wouldn't bog the game down.

    #191 3 months ago
    Quoted from SkyKing2301:

    Great job on this, as I know this was a ton of work to implement, and it's another good example of your excellent efforts to bring in the themes from the game. Constructive criticism ahead though ... which I'm sure isn't what you'd want to hear after putting all the effort into this part. But thinking about it did spawn another idea. Read on...
    Personally, I always found the slot machines to be the absolute most boring part of the Sonic games -- it just takes too darn long. I don't want to stop and wait around for slots to spin and rings awarded. Any time I'm playing through S3 or S&K, whenever the slot machine bonus level appears at the lampposts, I skip it every time. I'd much rather play the Gumball Machine or the Spheres -- and I do stop to play those. They're short, and they're more fun because at least you have control. I imagine this will be a problem here in the pinball too -- having to hit the shots will be fun, but sitting around waiting for the slots and rings will get boring.
    Come to think of it, the Gumball Machine would actually serve as great bonus game / Video Mode, since you can have control (only need to move left and right via flipper buttons). Plus it's a much shorter mode and wouldn't bog the game down.

    So here is my take on this: I agree with you.

    When playing Sonic and Knuckles I always skipped the slot machine bonus because it was tedious. the slot itself had crap rewards and it was a pain to enter. I really just prayed I got the sphere level because the rewards were just incredible. I could easily get 300+ rings every time in less than a minute of sphere. It was just better. This was bad game design though. unbalanced incentive. All or most of the players options should be viable, and each should be better in different ways. If you make 2 levels, and one is just always better rewards wise, the other becomes a disappointment instantly

    In spite of this, every-time I'm going through casino night zone I cant resist hopping in the slots once or twice. The aesthetic is delightful and iconic. The things that made slot bonus bad aren't a problem here. Entering the slot is playing pinball and therefore not a chore, and as it sits its a very high scoring mode, so the incentive to play is there. The DLC pinball machine in Sonic generation's main goal is to spin the slots over and over and it doesn't get boring. Also, Since this mode is inspired by casino run in Jackbot, I can tell you from experience that a 2-3 second reel spin doesn't get boring either. I am planning on adding a flipper cancel to the ring count up (not the reel animations though. That would be a damn nightmare to code) I can even make it faster by default now that i figured out how to make the sound effects not sound terrible on such a short timer. Also as its a mini wizard mode, you wont be getting to it every game. it being rare helps keeps it fun instead of tedious.

    And now for a rant! Gumball is the actual worst bonus level in all of sonic. The rewards are terrible, and the aesthetic is forgettable at best and non-existent at worst. Seriously just put me in a room with a bunch of shields and tell me to pick one and leave. maybe throw 10 rings at me. it achieves the same effect without the overused side bounce sound effect. Gravity in sonic is too strong to make the design work. Ive always hated the gumball bonus.

    The third and final mini wizard mode will be blue sphere. I already have an idea of how it will be implemented. Gonna need to playtest it to see if its fun though.

    #192 3 months ago
    Quoted from McSquid:

    So here is my take on this: I agree with you.
    When playing Sonic and Knuckles I always skipped the slot machine bonus because it was tedious. the slot itself had crap rewards and it was a pain to enter. I really just prayed I got the sphere level because the rewards were just incredible. I could easily get 300+ rings every time in less than a minute of sphere. It was just better. This was bad game design though. unbalanced incentive. All or most of the players options should be viable, and each should be better in different ways. If you make 2 levels, and one is just always better rewards wise, the other becomes a disappointment instantly
    In spite of this, every-time I'm going through casino night zone I cant resist hopping in the slots once or twice. The aesthetic is delightful and iconic. The things that made slot bonus bad aren't a problem here. Entering the slot is playing pinball and therefore not a chore, and as it sits its a very high scoring mode, so the incentive to play is there. The DLC pinball machine in Sonic generation's main goal is to spin the slots over and over and it doesn't get boring. Also, Since this mode is inspired by casino run in Jackbot, I can tell you from experience that a 2-3 second reel spin doesn't get boring either. I am planning on adding a flipper cancel to the ring count up (not the reel animations though. That would be a damn nightmare to code) I can even make it faster by default now that i figured out how to make the sound effects not sound terrible on such a short timer. Also as its a mini wizard mode, you wont be getting to it every game. it being rare helps keeps it fun instead of tedious.
    And now for a rant! Gumball is the actual worst bonus level in all of sonic. The rewards are terrible, and the aesthetic is forgettable at best and non-existent at worst. Seriously just put me in a room with a bunch of shields and tell me to pick one and leave. maybe throw 10 rings at me. it achieves the same effect without the overused side bounce sound effect. Gravity in sonic is too strong to make the design work. Ive always hated the gumball bonus.
    The third and final mini wizard mode will be blue sphere. I already have an idea of how it will be implemented. Gonna need to playtest it to see if its fun though.

    Some more thoughts on the topic...
    - I think the only time I ever enter the Slot Machine bonus level is when I have all the emeralds and I'm looking for some quick rings to activate Super Sonic. lol
    - Agreed, a drop or two into the Slot Machines in Casino night is usually in order (or sometimes happens by accident). Fits better in that particular zone than as a standalone bonus level.
    - Spheres is definitely the best! I look forward to how you're going to implement it -- I'd imagine that'll be a challenge since you'd need controls for left, right, and jump. (I don't recall, does your game have an 'action' button?)
    - I lol'd at your assessment (and alternative proposal) for Gumball. Sounds like you just came up with another mini-bonus mode -- pick a shield and get 10 rings.

    Keep up the great work!

    #193 3 months ago
    Quoted from SkyKing2301:

    Some more thoughts on the topic...
    - I think the only time I ever enter the Slot Machine bonus level is when I have all the emeralds and I'm looking for some quick rings to activate Super Sonic. lol
    - Agreed, a drop or two into the Slot Machines in Casino night is usually in order (or sometimes happens by accident). Fits better in that particular zone than as a standalone bonus level.
    - Spheres is definitely the best! I look forward to how you're going to implement it -- I'd imagine that'll be a challenge since you'd need controls for left, right, and jump. (I don't recall, does your game have an 'action' button?)
    - I lol'd at your assessment (and alternative proposal) for Gumball. Sounds like you just came up with another mini-bonus mode -- pick a shield and get 10 rings.
    Keep up the great work!

    I currently dont have any plans to make sphere bonus (the one with the glowing orbs that you must climb) in SSB, I have no idea how that would work. Blue sphere is going to be sort of like "turn off the lights" but instead it will be turn all shots from blue to red. hitting red shots will give you a strike. 3 strikes ends the mode. everytime you clear a blue sphere you get points, everytime you clear them all you get a bigger reward and keep going. collecting all rings in a single round will award a "perfect" bonus like the game. Using that plan as a base I intend to tweak it as needed.

    That wont be for a little while. Next things to be programmed are extra balls, loop awards ladder, badnicks/animals, then another main mode. Once I have 6 main modes I will worry about another bonus level haha. Its nice having more than 50% of the planned code/feature set complete. I only realized last week that I am a lot farther along in code than I thought.

    There is still a lot of physical work to do. Unfortunately I'm waiting on contractors right now. The graphics/decals guy hasnt answered any of my messages for two weeks and I cant really progress on the cabinet until I have the decals. Powder coating is ready for pickup waiting on contractor as well.

    EDIT: look a few posts up to see the action button installation

    #194 3 months ago
    Quoted from McSquid:

    I currently dont have any plans to make sphere bonus (the one with the glowing orbs that you must climb) in SSB, I have no idea how that would work. Blue sphere is going to be sort of like "turn off the lights" but instead it will be turn all shots from blue to red. hitting red shots will give you a strike. 3 strikes ends the mode. everytime you clear a blue sphere you get points, everytime you clear them all you get a bigger reward and keep going. collecting all rings in a single round will award a "perfect" bonus like the game. Using that plan as a base I intend to tweak it as needed.
    That wont be for a little while. Next things to be programmed are extra balls, loop awards ladder, badnicks/animals, then another main mode. Once I have 6 main modes I will worry about another bonus level haha. Its nice having more than 50% of the planned code/feature set complete. I only realized last week that I am a lot farther along in code than I thought.
    There is still a lot of physical work to do. Unfortunately I'm waiting on contractors right now. The graphics/decals guy hasnt answered any of my messages for two weeks and I cant really progress on the cabinet until I have the decals. Powder coating is ready for pickup waiting on contractor as well.

    EDIT: look a few posts up to see the action button installation

    #195 3 months ago
    Quoted from McSquid:

    I currently dont have any plans to make sphere bonus (the one with the glowing orbs that you must climb) in SSB, I have no idea how that would work. Blue sphere is going to be sort of like "turn off the lights" but instead it will be turn all shots from blue to red. hitting red shots will give you a strike. 3 strikes ends the mode. everytime you clear a blue sphere you get points, everytime you clear them all you get a bigger reward and keep going. collecting all rings in a single round will award a "perfect" bonus like the game.

    OHHHHH ok now I see, apparently I was confused here -- by "Spheres," all along I was referring to what you just called the Glowing Orbs ... but I finally realized you were actually talking about the '3D' chaos emerald levels (inside the giant ring) where you collect the blue spheres and they turn red (or into rings). (At one point it did strike me funny how you kept referring to them as blue ... since I was thinking of the Orbs, I always felt they were more white-ish... so yeah, I was thinking of the wrong thing.) My bad, sorry for the confusion!

    So, to set things straight, Glowing Orbs is my favorite! lol

    #196 3 months ago

    Glowing orbs is my favorite too. No idea how it would translate to pinball though :\

    #197 3 months ago
    Quoted from McSquid:

    Glowing orbs is my favorite too. No idea how it would translate to pinball though :\

    Yeah not unless it was a standard "video mode" where the ball is held and you play it all on the screen. Left/right/jump.

    #198 3 months ago
    Quoted from SkyKing2301:

    Yeah not unless it was a standard "video mode" where the ball is held and you play it all on the screen. Left/right/jump.

    Yeah. I'm pretty steadfast in my decision to not do a video mode though. I could never do as well as the games so I don't see the point.

    2 weeks later
    #199 3 months ago

    Powder coating is done. Looks amazing. I can't wait to have a cabinet to put it in. Too bad cabinet decals are turning out to be something I can't get done quickly.

    I finally fixed all the issues with my 3D printer. We now have left ramp v3 "Thicc" edition. Left ramp is now MUCH easier from the lower flipper. Difficulty feels good now.

    I have almost finished Loop awards AND Animals/Badniks. Both have an issue with animation lag. I don't think I'm gonna be able to get away with implementing them the way I currently am. We shall see. Both also need their multiballs coded still. So that's gonna be what... 6 unique multiballs when this is done? Each with their own rules. Neat.

    FJIMG_20200828_224928 (resized).jpgFJIMG_20200828_100727 (resized).jpgFJIMG_20200828_100722 (resized).jpgFJIMG_20200817_184844 (resized).jpgFJIMG_20200817_184825 (resized).jpgFJIMG_20200825_231456 (resized).jpg
    #200 3 months ago

    This really turned out amazing. I think someone could should/could produce this game. Would just need licensing.

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