Cool idea to use the existing code!
How is the 'activate Huey bonus collect' going to work? Doesn't skateball just always collect on the eject, no activation necessary?
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Cool idea to use the existing code!
How is the 'activate Huey bonus collect' going to work? Doesn't skateball just always collect on the eject, no activation necessary?
Quoted from swinks:I wanted to add a bit more of a challenge as the ramp from the wave will direct feed to the rhs flipper but when activating the switch it will divert to HUEY for bonus collect - just trying to mix it up a little.
Ah, so you've still got an extra mech in there doing the diverting?
Quoted from swinks:yes it is, something a little different and you can get a visual on how much you can tilt the game, using a few custom parts and a 6mm rod end bearing.
Nice! I've been wishing a game had a visible Tilt bob for a while
Quoted from etlandfill:I'm sure you both get a lot of lurkers like me who read updates regularly but don't post much.
Lurkers sound off!
Quoted from SeaLawyer:Awesome, project, swinks! Can't wait to see the finished product (so you can get back to DoH!!)...
Quick question: did you build the Solidworks objects like the flippers/bumpers/etc. from scratch, or is there a repository of them available somewhere?
Cheers,
Vaughn
There's some on http://pinballmakers.com/wiki/index.php/Files_Section
Quoted from SeaLawyer:I thought about maybe designing it first in Visual Pinball
I wouldn't really trust the physics of Visual Pinball or Future Pinball. The best way I've found is just to have a whitewood and start sticking stuff on it to test. A lot of things you'd think will work well won't, and vice versa. I'd love to have a community that discusses things like designing ramps to have good flow, or to be back-handable, angles for shots, etc, build up some collective wisdom, but in the meantime I do a lot of 3D prints to proof stuff out
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