(Topic ID: 149792)

There's one more Wizard Blocks

By Compy

8 years ago


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  • 348 posts
  • 97 Pinsiders participating
  • Latest reply 1 year ago by Chosen_S
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#87 8 years ago
Quoted from CaptainNeo:

hummm, so you took the time to vector the playfield art. This sounds like good news to me. You wouldn't have put the time in if there wasn't a chance to go somewhere with it.

I vectored it

15
#88 8 years ago

------------------------------------------------------------------------------

* WIZARD BLOCKS TODO.TXT *
* WIZARD BLOCKS TODO.TXT *
* WIZARD BLOCKS TODO.TXT *

- Please check this file in as soon as you are done.
- When an item is done, don't kill the line. Put the date in the left col.
- Anything with a '*' should get pushed higher on your priority stack.
- Things marked with a date 'N/A' were rendered unncessary before they
were worked on.

[ 9] WEEKS TO TEST!
[13] WEEKS TO SAMPLE START

Stress-o-meter | -+- |
Lo Whoa Look Out
------------------------------------------------------------------------------

FOR DUNCAN:

Right Scoop Rules (rightscoop.cpp)
Get first game (kick the terror) artwork installed and basic
rule mechanic installed. Put the rulecode into a new module, not
rightscoop.cpp

------------------------------------------------------------------------------

FOR GRAHAM:

Matching Pairs Rule:

10/06 Points Points
Q-Multi Ball
N/A Scram Bull (scramble?)(moves ramp lamps)
10/06 Under Ground
10/06 Bonus X
10/06 Kick Back
10/06 Magic Missile (gives 3 or so)
Light Special (orthogonal with underground,etc?)
Implement the rest of the pair awards (need rules support for some
of them).
10/07 Colour-shifting for blocks by matchable class
Pat thinks we need a better way to represent the link between
blocks. Scott suggests an energy beam between the two?

Block-stacking rule:

I need a call to know when a matching pair is together and lit on
the middle (0,2->2,2) row. This is so I can know when the right
ramp needs to be down.
Represent specific wizards in wizard blocks
10/07 Explosion needs to be cloned & coloured based on block type
10/07 Gas cloud (and lightning bolt) positioning
N/A Lightning start needs to be passed to the display block
10/07 Comet needs to MoveTo if the block is not at the stack bottom
09/30 Ball-hits-block needs to hit over area, blocks check partial coverage
10/01 Support for pairable blocks - simultaneous hits give special award
and blocks check left/right edges for neighbours
10/06 Remove 'off' marquee picture
10/10 Terror throwing the bomb and it landing in a block
Foreground deffs for magic pair awards
10/17 Left Wall needs to be down on an extra ball block so we can do the
big show.
* Stack is incorrectly considered full if left ramp calls to add a
block while a block is jumping into row 4.

Right Ramp:

09/22 Why is the animation so slow to trigger and playback on a ramp shot?
10/18 New rev of artwork for ramp trails (right speed etc).
Still needs one more pass, but much better than before

Score Sweep:

10/01 Timesharing for non-up players
10/01 Sweep/flash of score of up player
10/01 Don't swap the player-up into the left box. This is confusing.
09/21 Fix font colors on score fonts. The gradiated colors are totally
09/21 unreadable.
10/01 Get artwork for the other block waves (when we figure them out)
10/01 get ball in play, credits in here somewhere
remove old artwork from score.cpp that isn't needed anymore
Status line showing missiles, and other game progress info.
THIS ON HOLD

Attract mode:

Use Lyman's paging system
Use pricing/coin-in display from Revenge
Pages for last game scores, high scores and all the other stuff

Status Report:

Need this ported in, eventually.

Wizard Multiball:

09/24 Jack-in-the-box new artwork, make all coordinates relative to box
Get Adam to break the trap ring into pieces so it doesn't eat so much
bandwidth when being unpacked/blitted
09/29 Jackpot value (and changes) shown by backy deff
Foreground leff for hitting jack/increasing jackpot value
09/27 Play with palette for toy when preparing to shoot back
N/A Life-gaining needs to make palette solid white then play a hit anim
in reverse to transition up a life level
09/21 Idle timeout needs to trigger missile-at-player
09/21 Missile-at-player success to trigger life-gaining
09/21 Missile-at-player collision just allows idle timer to run again
10/05 Backy leff to show which jackpots are lit
09/30 Missile-at-toy needs to trigger a hit like an opto wall hit.
Wiz toy tracking jackpot advance, run anim to show this
09/28 Replace bad 65-colour artwork when Dave has replacements done
Make DispWizMbStdToy which has most of the state machine in it so
derived toy classes don't need all that huge work if they use
the set animation setup
09/28 Find/fix why toy doesn't always do arrival properly
09/28 Toy life-gaining needs to bump up 1 anim, 2 hits to change anim
10/20 Get animation from Adam for hit on toy
It's just anemic, I will get replacement non-sucky artwork.
10/20 Explosion/death/rebirth for toy when hit at zero life
Partially done, deff state machines need rework
We need a status text deff above the wizard's head with balls ready
and jackpot value.
Jackpot value needs to visibly grow when the crank is turned.
------------------------------------------------------------------------------

FOR LOUIS:

Underground Terror random award rule:
10/14 Left loop needs to relight terror, lamp not available until XY3
09/29 If terror gives a wizard, the left ramp needs to be told of this.

Left Ramp Rule:
09/29 Two hits on a switch are not queueing blocks or ignoring the 2nd hit.
09/29 Graham is noticing that you can skip over the wiz block and be stuck.

Right Ramp Rule:
Need some scoring, or tie into the combo rule (when done)

Block Spinners:
09/28 Rework with proper scoring and multiple hit detection and handling.
09/29 Flasher not working quite right, needs to be more in step with score
Flashers need a little better working, soon

Captive Ball:
We're still adding CREATURE_TRAP_BLOCK. Is this a valid type?

Kickback:
K-I-C-K letters need a spellout deff and animation like WIZARD.

Wizard Spellout:
Need difficulty adjustments
What award are we giving here, and do we scale it?

Wizard Multiball:
Wave 3 state (R, L, Super) needs to be installed in the table.
Install jack speech from the latest Rob ROMS
Super jackpot facility needs to talk to WizMB for jackpots
Super jackpot needs deff (backy?) to show value

Wiz MB Choreography: 09/29
1) big noise on last lock arrival
2) speech from the bad guy (grandpa or the current wizard?)
3) windup noise
4) big explosions / lightning
5) toy arrives w/ speech ("here i am!")
6a) BOOM BOOM BOOM with each kickout (trough fire too?)
6b) Mb music updates underneath

Extra Ball:
10/17 Get module hooked in
10/17 Get terror rule adding a EB block to the stack
write underground choreo for EB and actual player sequencing
coordinate WIZARD spellout with this?

Missile Rules:
Need difficulty adjustments
Sep22 Medium diff = carryover the addition lamps

Jet scoring:
Need difficulty adjustments
Scoring effect needs to be recoded to match the build deff.
10/07 Fragment deff needs to be rewritten to use dispmod and save sems.
Raise jet deff in X when wizard is onstage
do super jets rule (x hits for award Y) at score (+diff) threshold

Devices:
10/15 Left and right ramps need the broken detection in and working.

------------------------------------------------------------------------------

#91 8 years ago

Yes and yes

1 year later
#275 7 years ago
Quoted from Compy:

Also, for those of you who are podcast junkies like myself (or on the road like merccat), I did an interview with the wonderful cast at This Flippin' Podcast. They're awesome and it was just a fun time talking shop! We cover how this project started, game rules, the building of the game, and ultimately the reception at TPF. Tommy and Taylor are just passionate pinheads and they run a great podcast.
http://www.podcastgarden.com/episode/episode-44_102257
https://itunes.apple.com/us/podcast/this-flippin-podcast/id1032169051?mt=2
The interview starts at about 1hr 36m in.

Thanks for the callout Jimmy glad it helped

2 months later
#283 6 years ago

The playfield plastics set was just one colour, so the die cut set was done but without art

#285 6 years ago

I think you would be pretty safe, using the playfield art on most of them

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