(Topic ID: 253425)

What a Horrible Night to have a Curse - Castlevania Homebrew

By Jeewiz13

3 months ago

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  • 92 posts
  • 52 Pinsiders participating
  • Latest reply 24 days ago by noitbe1
  • Topic is favorited by 41 Pinsiders


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    #1 3 months ago

    I'm finally revealing my homebrew project. I started this back in December 2017.

    This is based mostly on the 2nd Castlevania game, Simon's Quest. This was a favorite game of mine growing up. The idea is to collect Dracula's body parts in the 5 mansions to resurrect him for a final battle to end a curse on the land.

    This will be available to play at the Pinball Life Open House Thursday and Friday. I will then bring it over the Expo on Saturday. It is using P3 hardware and running skeleton game framework. Thank you for looking.

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    #6 3 months ago
    Quoted from benheck:

    Does it use the NES chip tunes?

    I am using music from CV2 and most sound effects too. I did borrow some sounds from CV1 and CV3.

    #14 3 months ago

    Loaded up for PBL tomorrow.

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    #18 3 months ago
    Quoted from mwiz:

    Looks great!
    Can't wait to check it out at Expo.
    Are those ramps from Ironman?

    Left ramp is Iron Man. Right is Star Trek. I wanted ramps with different depths.

    #35 3 months ago

    CV sitting next to a great game.

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    #38 3 months ago

    I'm sure someone will get video of it by the end of this weekend.
    If not I'll try to make it happen.

    #58 3 months ago

    Video of Castlevania at expo.

    #59 3 months ago

    Thank you everyone that gave my game a try.
    I had a good time talking to everyone and hanging with the homebrew crew.

    #68 3 months ago

    Coz, next time we meet at a show, we should hang out. It was cool that you got people to try my game. I appreciate that.
    We will see what to do about the cabinet art soon.

    2 months later
    #74 28 days ago

    I have been working on the game a little bit still. Trying to get some more software features in. I trying to make it to TPF with it.
    In the meantime, here is a video of game play I made a while ago.

    #76 24 days ago

    I want to start showing my progress for making my game. I took some photos along the way.
    I started with a bare cabinet. It war ironically a BSD cabinet. All the bits were transferred to a new cabinet. I had to buy everything to fill it back up.
    I started with a blank playfield with an Italian bottom.

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    #77 24 days ago

    I put the ramps I wanted to use on first and worked around those. I chose these ramps because of the offset of the entrances. I also wanted them to return to the opposite flipper. Iron Man on the left and Star Trek on the right were used. I then used aluminum to make the ball guides.

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    #78 24 days ago

    There was going to be a captive ball in the back right corner and I wanted it to be like Nightmare on Elm Street mixed with Centaur. I didn't have the clearance for it to be effective. I took out the captive ball in the corner and went with the straight inline drops only. The inline drops are from Metallica. I changed the drop targets to black. I had to add a white sticker for the opto blocker on the target for it to work.

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    #79 24 days ago

    By this point (early 2018), it was a flipping whitewood.

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    #80 24 days ago

    I needed to draw my playfield at this point in Solidworks. I had a layout I was mostly happy with. It was time to take everything off. I scanned the playfield in bits and combined it all into a single image. I'm not an engineer and if I were to do it off of measurements, I don't think my holes would have lined up very well.

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    #81 24 days ago

    I drew it up with a few tweaks and had it cut at TheNoTrashCougar's house. It took a couple tries because I messed up the G-code. I had an insert cut on the outside of the line as opposed to the inside. This made it too large. Maybe you can spot it in the picture.
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    #82 24 days ago

    Inserts glued in and sanded. Time to put it all back together.

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    #83 24 days ago

    I made more tweaks and updated the drawing. Here are drawings for its current form. I originally was going to have the ball go around the right orbit from the launch. It seemed too finicky. I adjusted it to be an across the playfield launch. This also makes more opportunities for skill shots. I would ideally like this game to have a plunger. The cabinet has me locked into a button launch at the moment.

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    #85 24 days ago

    Another playfield cut. 1st try this time. Reassembled with custom boards I made for lamps. All in time for Expo.

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    #86 24 days ago

    Part of me wishes I logged the hours. I don't know if it would have made me more proud or depressed.
    This is 2 years of work. I'm very happy how it turned out so far. A couple tweaks have been made since expo. Right now it mostly comes down to software.

    #88 24 days ago
    Quoted from kevinleedrum:

    I live for these types of posts. Incredible work!

    Thank you. I'm glad I took some pictures along the way. Usually I'm not much of a picture taker and live in the moment.

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