Main Restorations Software Audio/Jukebox/MP3 Everything Else Buy/Sell/Trade
Project Announcements Monitor/Video GroovyMAME Merit/JVL Touchscreen Meet Up Retail Vendors
Driving & Racing Woodworking Software Support Forums Consoles Project Arcade Reviews
Automated Projects Artwork Frontend Support Forums Pinball Forum Discussion Old Boards
Raspberry Pi & Dev Board controls.dat Linux Miscellaneous Arcade Wiki Discussion Old Archives
Site News

Unread posts | New Replies | Recent posts | Rules | Chatroom | Wiki | File Repository | RSS | Submit news


  

Author Topic: *Alpha SDK Ready!* - Major League SkeeBall -- Cross-Platform SkeeBall Controller  (Read 4420 times)

0 Members and 1 Guest are viewing this topic.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia

After purchasing a SkeeBall Model H and following the Skee-Ball threads on BYOAC, I've started creating a suite of SkeeBall games to run in my cabinet.  This thread will chronicle progress on the software.  I plan on eventually releasing it publicly.

Most of the games ideas were taken from other software that's been developed by other members including ThatPurpleStuff and a posting by SJAAK.  Others come from dart games.


Want to be a tester??
Info here : http://forum.arcadecontrols.com/index.php/topic,156300.msg1646011.html#msg1646011

Want to try out the Alpha SDK and E-Book for Creating Add-On Games?
Info here :
http://forum.arcadecontrols.com/index.php/topic,156300.msg1655066.html#msg1655066

Features:
  • Resolution Independence - Defaults to 720p but will letterbox for any 4:3 resolutions
  • Cross Platform - Made as a DesktopGL MonoGame project, it can be complied to run on Linux, Windows, Mac, etc.
  • High-Score Keeping
  • In-game instructions and game information
  • Attract Mode
  • Developer SDK (Developers can create new games and extend the platform via an SDK to be provided at release)



Video

Is youtube embedding broken?!

Alpha Gameplay Demo
Graphical Menu Implementation
Attract Mode Demo
Games:
Bowling
Number of Players
1-4 players (selectable)
Game Description:
Bowling plays and scores just like normal bowling.  The 10 - 50 hole award 1-5 pins respectively with the 100 pockets being an automatic strike or spare.  There is a constantly rotating number of extra pins that can be added to a throw, indicated by a Extra Pins indicator on the game screen (idea taken from ThatPurpleStuff's bowling implementation)
Game Features:
  • 1-4 players selectable at round start.
  • Exciter Animations (With sound) for Strikes, Spares, Turkey, and Gutter balls
  • Ambient bowling alley background sound

Screenshot:



Classic
Number of Players
1
Game Description:
Classic SkeeBall.
Get the highest possible score in 9 balls
Game Features:
  • Authentic SkeeBall Sound Effects

Screenshot:


Skeeball Bonus
Number of Players
1
Game Description:
A riff off of FreeSkee by ThatPurpleStuff.
Classic Skeeball Gameplay with a bonus multiplier! Hit the same pocket repeatedly for up to 5x bonus!

Game Features:
  • Classic Gameplay
  • Bonus Multipliers by hitting same pocket multiple times.

Screenshot:


Skeemax
Number of Players
1
Game Description:
A riff off of FlashPoint by ThatPurpleStuff.
Classic Skeeball Gameplay with a bonus multiplier! Time your shots for maximum bonus!

Game Features:
  • Classic Gameplay
  • Constantly rotating bonus multiplier

Screenshot:


Stanger in the Alps
Number of Players
1
Game Description:
This is essentially the Cliffhanger game from ThatPurpleStuff's skeeball software with a name change (an ode to Lebowski fans).
Progress from 10 through 100 in a few balls as possible before time runs out.

Game Features:
  • background music
  • Sound Effects

Screenshot:


Whack-A-Hole
Number of Players
1
Game Description:
Whack-A-Mole. 
Score the most points in 9 balls by trying to hit the mole.  Only balls that hit the mole score.
Game Features:
  • Background music
  • Mole Sound Effects

Screenshot:




Skricket
Number of Players
2 (not selectable)
Game Description:
A riff on the classic dart game, cricket.
Each players gets 3 tries to attempt to hit the numbers listed on the left.  After hitting a number 3 times, the player "closes" that number.  If other players have not yet closed that number, the player can hit it again and gets the value of the hole added to their score.  The object of the game is to close all numbers first with the highest score.
Game Features:
  • Sound Effects from Scorpion 9000 Cricket

Screenshot:




X10
Number of Players
1-4 (selectable)
Game Description:
A riff on the classic dart game (3/5/7/901).

All players start with 310 (or 510,710,910 depending on the game variant).  The goal is to get to 0 first, hitting zero exactly.  Each player takes turns throwing 3 balls each round.  If a player goes under zero, their score gets reset to the score they had at the beginning of the round.  The winner gets to 0 (exactly) first.

Game Features:
  • Sound Effects from Scorpion 9000
  • Number of players selectable at round start
  • Game Variant (310/510/710/910) selectable at game start.

Screenshots:



X20 ZAP
Number of Players
1-4 (selectable)
Game Description:
A riff on 321 ZAP from Merit Games (a popular game on the Scorpion 9000 Arcade Dart Board).

All players start with zero, and the goal is to get to the game score (320/520/720/920 depending on the variant) by hitting holes and adding the value of the hole to your score.  Each player throws 3 balls each round.  If the player goes over the game score, the overage gets subtracted from their round starting score, and they lose their turn.  The winner gets to the game score first.

The Twist:  If at any time while playing your score exactly matches another player's score, that player is "zapped" back down to zero and has to start from zero.
Game Features:
  • Sound Effects from Scorpion 9000
  • Number of players selectable at round start
  • Game Variant (320/520/720/920) selectable at game start.

Screenshots:


Riskee
Number of Players
1
Game Description:
This is a riff off "Skeel of 40s" from FreeSkee.

There is a "Bonus Chooser" to the right of the scoring area that starts off with the following bonuses:
  • 2 Balls
  • 4 Balls
  • 6 Balls
  • 8 Balls
  • Clear Bombs
  • 250 Points
  • 500 Points
  • 750 Points
  • 1k Points

Scoring works as standard scoring with the following additions:

If you hit any hole other than 40, your score increases by that amount, and one of the open bonuses is replaced with a bomb.
If you hit 40, the bonus chooser spins.  You are either awarded a bonus, or hit "Clear Bombs" or hit a bomb.

Clear Bombs will remove any of the bombs in the bonus chooser.
A bomb will force the bomb defuser to pop up.  It will count down from 5. 
If you hit a 100 pocket before time is up, the bomb will defuse.  If you hit any other pocket or time runs out, the bomb goes off and you lose all your points.

Game Features:
  • Animated graphics and sound effects.
  • Bonuses (extra balls AND/OR points)
  • High Scoring Ability

Gameplay Video:
https://www.youtube.com/watch?v=ssnRh9_296I&feature=youtu.be

Screenshots:





ToDo
  • Add in high-score system
  • Add final sound effects for classic
  • Sound Effects for 310/320ZAP
  • Game Over graphics for classic
  • Add a sound effect for going over the game score in zap/x10
  • Convert bowling scoring grid into drawable components (fixes text overlay on top of bowling exciter animations)
  • Implement FreeSkee variant
  • Implement FlashPoint variant
  • Remove text-based menu and implement graphical menu
  • Finish attract mode implementation
  • Implement system-wide game instructions functionality
  • Add system-wide game-over drawablegamecomponent
  • Add system-wide "You're up player X" component.
  • Code clean-up and refactoring
  • Create sample game project for SDK
  • Blog post for Game Creation
  • Add round displays for x10 and zap
« Last Edit: June 11, 2018, 04:40:50 pm by nipsmg »

Nephasth

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 802
  • Bitches love Centipede
Re: Major League SkeeBall -- Cross-Platform SkeeBall Controller Software
« Reply #1 on: January 12, 2018, 08:55:28 pm »
LOVE to see the dart inspired games!!! :applaud:
%Bartop

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Re: Major League SkeeBall -- Cross-Platform SkeeBall Controller Software
« Reply #2 on: January 15, 2018, 11:31:46 am »
Added sound effects to x10 / zap games.  Updated first post.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Re: Major League SkeeBall -- Cross-Platform SkeeBall Controller Software
« Reply #3 on: January 16, 2018, 10:35:41 am »
Started work on the graphical menu.  This is the concept art and what the final menu system should look like:


nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Re: Major League SkeeBall -- Cross-Platform SkeeBall Controller Software
« Reply #4 on: January 16, 2018, 01:27:55 pm »
  • Updated Classic graphics.  The yellow is now an "Unlit" yellow color.
  • Added "GameOver" sprite to Classic to flash GameOver
  • Added "Winner" sprite to Classic to light up the arch for each 100 scored
  • Added "skeeball song" sound effect for Classic when >100 scored
  • Updated screenshot in top post and updated todo list.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
I've uploaded a video of the current alpha version.  Happy to get feedback.
There's still a bunch here that's not 100%.

Is youtube embedding broken?!


https://www.youtube.com/watch?v=97h6z8fQizI&feature=youtu.be
« Last Edit: January 16, 2018, 02:17:45 pm by nipsmg »

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
  • Added system-wide instructions functionality
  • Added system-wide "gameover" badge functionality.


nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
  • Added system-wide game over indicator (can be overridden/hidden)
  • Added system-wide "Player Up" indicator(can be overridden/hidden)
  • Added PleaseWait indicator for dart type games to put a pause in between players.
  • Fixed bowling scores drawing on top of exciter animations
  • Added a seven segment display to display current round in zap/x10.  Games limited to 20 rounds. (Higher for larger scores)




Le Chuck

  • I want a new quote!
  • Wiki Contributor
  • Trade Count: (+6)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 5438
  • Yots is an Arrogant Tallywacker
Loving this!

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Thanks LeChuck.

I've made some more incremental progress on this.

I started adding in the menu screen pictured above.  I've set up the code to dynamically load a logo and screenshot based on the game name to populate the menu. (This will allow users to add games in later via the SDK).  The code is still far from perfect but getting there.

My goals are to try to get the main menu screen implemented and have an inactivity timeout on the menu go back to the main "launch" screen by months end.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Re: **MENU DEMO VIDEO**
« Reply #10 on: January 24, 2018, 11:42:22 am »
New video demonstrating completed menu system.
Menu system dynamically loads game type information from config file -- Allows for games developed via SDK to be added.
Dynamically loads logo and screenshot from content directory.

https://www.youtube.com/watch?v=ZJaGjzYSnkk&feature=youtu.be
« Last Edit: January 24, 2018, 11:51:04 am by nipsmg »

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
** Attract Mode Demo Video **
« Reply #11 on: January 25, 2018, 10:49:53 am »
Attract Mode has been implemented.

There are configurable timeouts for :

  • Title Screen
  • Attract Mode Screen
  • Menu Screen
  • Game Screen

When at the title screen, and the timeout occurs, a game is randomly picked and launched.  AFter 10 seconds, the game will launch its instructions screen.  5 seconds later it clears.  If a user hits any key while the game is showing in "Attract mode", it will dump right back to the title screen.

When in the menu screen, the game will dump itself back into the "Title screen /attract mode" loop after the timeout occurs.  Any keypress resets the timeout.

When in a game screen, if the timeout expires without any user interaction, the game will dump back into the menu screen.

The video below shows the Title screen / attract mode loop.

https://www.youtube.com/watch?v=dAaO1qqhs9g&feature=youtu.be

Mike A

  • Trade Count: (0)
  • Full Member
  • ***
  • Online Online
  • Posts: 1914
  • Buy a Multimeter
This is a cool project. I need to pick up a skeeball machine one of these days.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 16414
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Yeah that's probably why this thread isn't getting a lot of feedback.  You have to have the space to house a skeeball machine, actually buy one, and then convert it to run via  a pc.  Probably 8 or 9 guys that have done that so far.  Not that I don't want to mind you. 

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Yeah, either that or build one like thatpurplestuff. 

The good news is converting it to run a PC is stupid simple. All of the electronics come out with a couple of wingnuts and maybe 12 screws.
The switches wire right up to an ipac (note: .250 fastons not .187, made that mistake).

A 27.5 inch tv fits pretty perfectly in the top box and almost fills all of it.

And... this software is cross platform.  Supposedly there's a version of monogame that will run accelerated on OpenGL ES.  It takes all kinds of hacks and I haven't found a good step-by-step on how to do it.. but if I can I would eventually LOVE to just run this off a rPI and call it a day.

Nephasth

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 802
  • Bitches love Centipede
Should add the 4-player Model S version with sounds.
%Bartop

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Would love to get the sound samples from someone, Iíd totally be for it.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 16414
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Yeah, either that or build one like thatpurplestuff. 

The good news is converting it to run a PC is stupid simple. All of the electronics come out with a couple of wingnuts and maybe 12 screws.
The switches wire right up to an ipac (note: .250 fastons not .187, made that mistake).

A 27.5 inch tv fits pretty perfectly in the top box and almost fills all of it.

And... this software is cross platform.  Supposedly there's a version of monogame that will run accelerated on OpenGL ES.  It takes all kinds of hacks and I haven't found a good step-by-step on how to do it.. but if I can I would eventually LOVE to just run this off a rPI and call it a day.

You could probably get away with an old netbook as well, it'd still be small and low power but you wouldn't have to mess with all of those hacks.  I still want to build an outdoor skeeball, but it's just finding the time to design it and actually build it. 

Nephasth

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 802
  • Bitches love Centipede
Would love to get the sound samples from someone, Iíd totally be for it.

I have a 4 player Model S CPU in storage...
%Bartop

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Awesome!  If you feel like pulling that bad boy out at any point in the near future and getting samples Iíll commit to adding the 4p game.  Iíll actually probably start working on it soon anyways, just minus the audio samples.

How does the 4P game work?  Alternating turns? Anything special I should know about?

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
So I looked it up.  Looks like itís 3 balls per player for 3 rounds.  According to someone on one of the forums, there is Ďdifferent music in the 3rd round..

Iíll have to do more research into how the game indicates  the winner, and see if there are any other interface things I need to know about.

Nephasth

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 802
  • Bitches love Centipede
%Bartop

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Is that buzzing the ball reease solenoid?!?

Nephasth

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 802
  • Bitches love Centipede
Is that buzzing the ball reease solenoid?!?

Indeed it was. The guy I bought the 4 player kit from also sent me a spare solenoid. I swapped it out not long after I took that video, and the machine has had no buzzing issues since.
%Bartop

mflis

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 17
I have a model H and there is always the concern about it crapping out which has made me think about a project just like this - and even more glad that someone has undertaken it.  Any thought about output as well - IE like "Ring of Fire" (like the whack a mole) where the actual hole  lights up (via a led strip or some such)?

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
I have a model H and there is always the concern about it crapping out which has made me think about a project just like this - and even more glad that someone has undertaken it.  Any thought about output as well - IE like "Ring of Fire" (like the whack a mole) where the actual hole  lights up (via a led strip or some such)?

Yes, that's definitely on the horizon.

My goals are basically:
- Get machine refurbished and initial software done.
- Play test/get feedback on software.
- Add LED and LED controller.
- Update software / SDK to support LED output.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
NEW GAME - RISKEE
« Reply #26 on: February 01, 2018, 02:56:25 pm »
New game added: RISKEE

Gameplay Video:
https://www.youtube.com/watch?v=ssnRh9_296I&feature=youtu.be

Screenshot:

This is a riff off "Skeel of 40s" from FreeSkee.

There is a "Bonus Chooser" to the right of the scoring area that starts off with the following bonuses:
  • 2 Balls
  • 4 Balls
  • 6 Balls
  • 8 Balls
  • Clear Bombs
  • 250 Points
  • 500 Points
  • 750 Points
  • 1k Points

Scoring works as standard scoring with the following additions:

If you hit any hole other than 40, your score increases by that amount, and one of the open bonuses is replaced with a bomb.
If you hit 40, the bonus chooser spins.  You are either awarded a bonus, or hit "Clear Bombs" or hit a bomb.

Clear Bombs will remove any of the bombs in the bonus chooser.
A bomb will force the bomb defuser to pop up.  It will count down from 5. 
If you hit a 100 pocket before time is up, the bomb will defuse.  If you hit any other pocket or time runs out, the bomb goes off and you lose all your points.

----

Updated top post to reflect new games.


nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
I REALLY need to break through my procrastination and implement the high-score system... I just am wavering on exactly how to do it.

The software relies on the there being the following buttons on the machine:

Up, Down, Left, Right, Select, Back, Info

I'm thinking after a game if you have an eligible high score it'll pop up an instructions-styled window that says "enter high score" and will just have the 3 available letters, classic arcade style.

I was toying with allowing up to 8 characters, but having to scroll up and down through them with button pressed for that many letters could be a pain in the ass. 

Opinions?


mflis

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 17
I vote for 3 letters

jimdeprado

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15
  • I want to build my own arcade controls!
Very cool project!  Looking forward to following this.

I also vote for 3 letters.

Jim

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Re: ** NEW VIDEO ** High Score System
« Reply #30 on: February 12, 2018, 08:41:04 am »
FINALLY implemented a globally available high-score system. 

High Score support can be (and is) enabled on a per-game basis. 
The following games have high score support:
  • Classic SkeeBall
  • Riskee
  • Bowling
  • Wack-A-Hole

The following games do not have high score support
  • Skricket - Scores don't *really* matter except against your immediate opponent.  Having a high score doesn't mean you're 'better'.
  • X10 - You win by hitting 0 - no high scores
  • Zap - You win by hitting a number exactly, all "high scores" would be the same. Pointless
  • Stranger in the alps - You "win" by getting to the top of the mountain.  I first need to come up with a scoring algorithm for time left and number of balls used.  Ideas?

Screenshots Below:



Video below:
https://www.youtube.com/watch?v=_EmrnjiWh10&feature=youtu.be


PL1

  • Global Moderator
  • Trade Count: (+1)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 6753
  • 2013 UCA Awardee
Re: ** NEW VIDEO ** High Score System
« Reply #31 on: February 12, 2018, 11:20:45 am »
Stranger in the alps - You "win" by getting to the top of the mountain.  I first need to come up with a scoring algorithm for time left and number of balls used.  Ideas?
How about 2 lists?
-- Fewest rolls
-- Fastest time

If someone manages to set a new best score on both lists in a single try, name them the "Peak Climber" until someone beats one of the scores and knocks them off the peak or beats/ties both scores and replaces them as the new "Peak Climber".


Scott

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
That's actually not a bad idea, but based on the way I implemented high score recording globally, adding the ability for 1 game to score 2 lists would require too much rework.

I've defined a game state "CalculatingScore" where gameplay will freeze and allow for a score calculation animation to happen (much like how megatouch games "count up" the score based on various properties after a round. ) I'll probably have to add that in.


nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
NEW GAME - SKEEBALL BONUS
« Reply #33 on: February 12, 2018, 12:45:56 pm »
Finally implemented a freeskee variant to the software:

Skeeball Bonus
Number of Players
1
Game Description:
A riff off of FreeSkee by ThatPurpleStuff.
Classic Skeeball Gameplay with a bonus multiplier! Hit the same pocket repeatedly for up to 5x bonus!

Game Features:
  • Classic Gameplay
  • Bonus Multipliers

Screenshot:



I'm getting pretty close to checking off everything I wanted to do before a first release (see list in first post).   I'll be looking for beta testers soon.  If you're interested, please let me know.

Note:  You don't need a SkeeBall machine to beta test, there are keyboard keys mapped for each pocket and all machine functions.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
New SkeeBall Sound Effects
« Reply #34 on: February 13, 2018, 10:11:24 am »
I have been using skeeball sounds captured from youtube videos because I haven't been able to find any high-fidelity recordings of the sounds.
I found a sound effect generator and a freeware music tracker program and I attempted to recreate them from scratch.

They're not perfect, but I think they're better than the crappy mp3s with background noise I was using before.

This is the "skeeball song" audio I've been using:
https://www.youtube.com/watch?v=iZQFN35NObY 
The recreated version is in the attached zip.


I also got the skeeball start jingle from a youtube video with a ton of background noise.

I attached a zip with the following files:

  • SkeeballStart-Synth.wav - The "Game start" song for skeeball machines.
  • SkeeballSong-New.mp3 - A remake of the skeeball song (I'm not a musician, and I tried getting the lower harmony notes by ear, but it's not bad)
  • SkeeballPockets.wav - Synthd sound effects for scoring each individual pocket.  The 4 player version of SkeeBall has sounds similar to these.

I'd love any feedback.
« Last Edit: February 13, 2018, 10:13:18 am by nipsmg »

Nephasth

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 802
  • Bitches love Centipede
Re: New SkeeBall Sound Effects
« Reply #35 on: February 13, 2018, 10:19:46 am »
I'd love any feedback.

Personal opinion... Model H sounds all the way. The model S sounds are not the ones from my childhood.
%Bartop

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
I'd love to get an index and examples of all the model H sounds. if you know of any source let me know, I'll see what i can do to recreate them.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 16414
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
I'd love to get an index and examples of all the model H sounds. if you know of any source let me know, I'll see what i can do to recreate them.

You might want to try one of those websites that has stock sounds you can buy....  I've had decent luck finding various arcade electro-mechanical sounds on those sort of sites.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
NEW GAME ADDED - SKEEMAX
« Reply #38 on: February 14, 2018, 08:48:34 am »
I think I'm done with games for now. 

Should be ready for beta testing this week.

Added a FlashPoint variant:


Skeemax
Number of Players
1
Game Description:
A riff off of FlashPoint by ThatPurpleStuff.
Classic Skeeball Gameplay with a bonus multiplier! Time your shots for maximum bonus!

Game Features:
  • Classic Gameplay
  • Constantly rotating bonus multiplier

Screenshot:



Should be ready for beta testing this week.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Valentines Day + long weekend with the kids = a bit of a delay in the initial alpha release.

Played quite a bit with my son and found some nasty bugs:

  • Riskee (if the last ball hits the bonus wheel, the game is scored and ends prior to the bonus wheel finishing and scoring.. could result in either too low a score or improperly recording a non-zero score if a bomb was hit)
  • High Score Bugs: Adding a high score results in all initials below the insertion point being set to the initials just entered.

Will fix these in the next day or so, then get a version out for testing.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Fixed a bunch of bugs in Stranger in the Alps and Riskee related to the issue in the post above..

The issue I was having was something like this:
In Riskee, lets say the player is on their last ball, and they hit 40 to spin the wheel.  What was happening was:
  • Spin initiated
  • Ball count decremented
  • On the next game update loop, 0 balls detected, call game end
  • Game end fired, show high score if score merits it
  • Sometime after this, the bonus wheel spin completes
  • Score or ball count is incremented (or decremented), but game is over and high score is already recorded.

I had to create a game event queue that would allow me to register game actions with a priority.  High priority items always process before low priority items.
In the case above, this happens now:

  • "SpinWheel" game event added with high priority. Since it's the only event, it starts executing immediately and is removed from queue
  • Ball count decremented
  • Update loop detects no balls left, adds "EndGame" event to the queue as LOW priority. Since Something is executing, this sits in queue
  • Wheel spin ends. When the "SpinComplete" event fires, it adds the result of the spin as a game event to the queue with HIGH priority.  Since the "wheel spin" hasn't completed, this sits in queue.
  • The last line of SpinComplete() is Pipeline.ProcessNext()
  • Since there is an item in the high priority queue, it processes first, lets say "Play sound effect and add score" event.
  • Last line of "Play sound effect and add score" event is Pipeline.ProcessNext()
  • The next thing in the queue is a low priority item.. End Game.  EndGame is called and does the whole check/register high score and display GameEnd thing.


There's plenty of other occasions where this is an issue that I will eventually fix with the pipeline:

In Zap:
  • Player hits the same number as another player
  • Zap sound starts playing
  • Please wait indictor comes up before the sound effect finishes and moves the score to 0

Plenty of others.  These really are the last major nagging bugs keeping me from releasing an alpha for testing.  I am hopeful for a weekend release.

big420atx

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
  • I want to build my own arcade controls!
I would love to get involved in the beta test and what not. This is something I have been interested in for awhile now. Good luck and maybe we can talk a little more about the actual hardware side soon.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
OPEN CALL FOR TESTERS!!!
« Reply #42 on: February 23, 2018, 11:02:12 am »
If you want to be a tester...
I've got a PRE-Alpha release built that I'm happy to share with anyone who wants to test.  I'm not quite comfortable making it globally available currently however.

If you're interested in doing some testing for me, please respond inline in the thread and I'm happy to send you a copy for testing.  Please post any bug reports, etc in this thread as well.

Important things to know:

The current build assumes a Model H/Model S with physical switches.  The way these machines score, is the ball drops through a hole, then rolls down a chute hitting every switch below it, THEN hits a switch in the ball return chute that i call "Ball Drain" on the way out.  The 100 pocket switches are worth 50, the others worth 10 in classic skeeball.

Note: I WILL me making this an option in a future release.  I know plenty of custom built solutions (and even newer real skeeball machines) use optical sensors that don't require a ball drain input.  This will be configurable in the config file in the next alpha release.

For example:

If you hit 100, the score is calculated like this:

score + 50 for 100 switch
Score + 10 for 50 switch
Score + 10 for 40 switch
Score + 10 for 30 switch
Score +10 for 20 switch
Score +10 for 10 switch
BallCount -1 for ball drain switch

Because of this mechanic, all games OTHER than Classic SkeeBall register the first switch it hits, then NO OTHER SWITCHES until the ball drain switch is hit.
So while testing, you have to manually advance the ball count.

Default Keys:
  • A-10
  • S-20
  • D-30
  • F-40
  • G-50
  • H-left 100
  • J-Right 100
  • N- Ball drain switch
  • Esc - Back / Exit
  • Left/Right - Left / right in menu.  Also left/right allow you to navigate through game modes for games that support it (310 and ZAP currently)
  • UP/Down - Increase/Decrease Players.  Only works in Bowling, Zap, and 310 Currently.
  • I - Info / High Score (only works in "game over" mode in a game.  Hit I once to see instructions, again to see highscore table (if game tracks highscore)
  • Enter - Select / enter/ start game

So to test a 100 in Classic Skeeball, you have to hit H,G,F,D,S,A,N in order.  (N advances the ball count)
In any other game, you hit the pocket ball then you HAVE to hit N before you can register another pocket.  So to hit 40, you hit F then N.

SETTINGS:
The game is resolution independent, so you can set 4:3 resolutions and it *SHOULD* letterbox. There is a settings.json file you can inspect for settings.
You can also adjust the timeouts for attract mode, set fullscreen mode, etc.

I'm very open to comments, suggestions, etc. 

Please remember this is considered PRE-ALPHA..  it's by no means complete, but is definitely playable.

I really appreciate any help anyone is willing to give to help squash bugs.
I'm also VERY, VERY interested in feedback on current sound effects, suggestions for in-game sound effects, music, mechanics, graphics, improvements, etc. 
I'm also open for suggestions for new games/game modes.
« Last Edit: February 23, 2018, 01:17:14 pm by nipsmg »

jimdeprado

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15
  • I want to build my own arcade controls!
Thanks!  I would very much like to help test your software.  Let me know and I can PM you my email.

Jim

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Jim, sounds good, PM me your specs (processor/RAM/OS/version) and I'll send you a link to an alpha copy.

big420atx

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
  • I want to build my own arcade controls!
For anyone on the fence about this build. Let me tell everyone that this is amazing. Please help out with the beta test.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
So, sorry for the lack of updates.  Haven't gotten any feedback yet, but will be doing some work to shore up some bugs this weekend.   

I spent a bit too much time on this int he beginning (at the detriment of some other home projects) so updates will be slow for the time being.  Sometime in march I'll be ordering the cork and starting the restore, which will likely spark more updates here.

Still would love beta testers of the software (you don't need a skeeball machine, just a keyboard!).  IF anyone else is interested, let me know!

Thanks!

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
For anyone who had been following this at all... it's been a month and a half since my last update and I've accomplished....

NOTHING :(

Work hit a crazy stride and I've had some difficult clients taking up 100% of my time.  I've made no physical progress on my machine and no progress on the software.  I'm planning on changing that this weekend, so hopefully I'll have some kind of update.  I'm taking Friday off work and my goal is to get the garage cleaned out, get the machine cleaned up, and hopefully look at getting it moved up into the garage so I can really start putting the finishing work into it.

This project is not dead.  Stay tuned.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
And... here I am at work.  Didnt' take today off  :(  Difficult clients win again.

Maybe this weekend.  *sigh*

stangx

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
This project is amazing.. I picked up a non working skee ball lightning and have been sitting on the fence to either replace CPU or going other routes. I have arduino, Raspberry pi and and a spare laptop. Also have an IPAC 2 left over from my Visual pinball Cab build. I love how you have several different games incorporated and will be waiting for your next release as my machine has optical sensors or I would have gladly helped test your first release. Anyways you have done an awesome job and look forward to your next release. :applaud: :applaud: :cheers:

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Stangx,

    Thanks.  I'm actually pulling the Skeeball out of the basement this weekend, and am working on the new scoring board.  I'll be routing the slots for the optical sensors, so I should be able to start adding support in the next few weeks.

    The optical sensors will allow me to add support for a lot more game modes.  Ideally I want to get LEDs installed as well, which really opens up possibilities.

RW

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
  • I want to build my own arcade controls!
Like stangx above, I just purchased a non-working skee-ball machine and I've been trying to decide on how to proceed.  I would LOVE to have the setup you're working on, but would need some help getting it started.  I have a raspberry pi and arduino I could salvage from another project, but would definitely need some guidance on setup.  Count me in!

stangx

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
That is great news nipsmg. I have all ready swapped out lane lighting to led. blue tooth controlled and sound activated. I ordered a led wiz, so all other lighting will be controlled by it. Looking forward to seeing more on your project. :cheers:

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Like stangx above, I just purchased a non-working skee-ball machine and I've been trying to decide on how to proceed.  I would LOVE to have the setup you're working on, but would need some help getting it started.  I have a raspberry pi and arduino I could salvage from another project, but would definitely need some guidance on setup.  Count me in!

RW, I haven't gotten MonoGame to run on a RaspberryPi hardware accelerated.. yet.  Apparently it can be done, but I've had a lot of trouble getting it working.   Apparently OpenAL doesn't work, so you have to either use ALSA or compile an OpenAL library directly.  There's a thread about it on reddit and on the monogame community forums.

If someone can figure out how to get it set up on RPI for me and give me an image, I'd be happy to be sure it runs properly on that platform.


RW

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
  • I want to build my own arcade controls!
I've got a spare laptop, as well as an older desktop, I could use to test for you.  I spent the day today troubleshooting since I've only had this thing for less than a week.  Even if I can get it working, I'd swap out the insides to this project in a minute.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Recent Updates
  • Fixed issue in Bowling where game would freeze after game completion when less than 4 players playing.
  • Fixed ZAP to allow special events like zapping a player to 0 to finish before game state changes occur (next player / game over).
  • Fixed Skricket to allow special events and sound effects to complete prior to game state change.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Started working on an integrated particle system for effects such as:

  • stars when you hit a mole in whack a mole.
  • Explosion and smoke effects when bomb explodes in Riskee
  • Snow in Stranger in the Alps.
  • fireworks / spark showers for winner animations

Still trying to figure out some weird quirks.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Updates

Implemented new ParticleEffectBase class that wraps a MonoGame.Extended ParticleEffect in a DrawableGameComponent for easy adding to the component collection for drawing.  ParticleEffectBase can be AutoTriggered or the entire effect can be given a lifetime.  For example, if you want to set off a spark shower for .5 seconds every time something happens, you can set the lifetime to .5s and when you call .Trigger(location), it'll track lifetime and keep it emitting for 5 seconds, while the particles decay at their own defined lifetimes.

Added an "OuchParticleEffect" that appears over the mole when you hit it in WackAMole.

I should have a video demoing some of the particle stuff once I implement the "Explosion" particle effect in Riskee either tomorrow or Friday..

Progress is coming again.....


williams00

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 1
  • I want to build my own arcade controls!
THIS IS AWESOME!!!
I've got 5 Skeeball Model S's with 3 available for testing and would love to be involved in this.
I just started looking into this today and found that you have already done what I wanted to happen, and more!
Will this plug into the existing harnesses or do you need to rewire?

I look forward to following the thread!

stangx

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
I have had the pleasure to test Major league SkeeBall and must say it updates and old skeeball machine into an up to date arcade machine. Games everyone can enjoy. Sounds and animation just add to the gameplay. I have stopped looking for a CPU to bring my machine back to original as the games you are able to play using this software gives an old machine new life with many new features. Well done thus far nipsmg
Help test this software you will not be disappointed.  :cheers:

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
THIS IS AWESOME!!!
I've got 5 Skeeball Model S's with 3 available for testing and would love to be involved in this.
I just started looking into this today and found that you have already done what I wanted to happen, and more!
Will this plug into the existing harnesses or do you need to rewire?

I look forward to following the thread!
\


All you'll need is:

  • a display of some kind to put in the top of the cabinet.. (this one fit nearly perfectly: https://www.amazon.com/gp/product/B073JYHTV6/ref=oh_aui_detailpage_o05_s01?ie=UTF8&psc=1),
  • A pc/laptop to run it (I'm still hoping someone will help me get MonoGame running on an rPi, but nothing so far
  • A keyboard encoder (a cheap joystick-based arcade encoder and Joy2Key might work too)
  • Buttons for controlling it (up, down, left, right, select, info, back)
  • Some wire and .250 fastons.


You could likely build a harness that connects to current wiring, but I just ripped that out and ran my own wiring to the switches.  My cabinet project thread will get some more images/detail around that sometime in the next week or so.

redcardkid7

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 2
  • I want to build my own arcade controls!
This is awesome!  I would love to be involved in the beta testing.  I have a custom built Skeeball machine that uses optical sensors for scoring, so I'm not sure if the beta software would work with it.  If not I'm still willing to test it out on the computer.  Let me know and I can PM you my email. 

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Redcardkid7: send me your email via PM.

It does not currently support optical sensors, but I plan o implementing preliminary support very soon.  Should be relatively easy to implement.

PL1

  • Global Moderator
  • Trade Count: (+1)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 6753
  • 2013 UCA Awardee
It does not currently support optical sensors, but I plan o implementing preliminary support very soon.  Should be relatively easy to implement.
I recommend using the Adafruit 2167 3mm beam break sensors.

- Extremely fast response time.
- Active low device -- when you break the beam, the white wire drops to logic low.
- They work with 5v (PC) or 3.3v. (RasPi GPIO)

3D printable mount available here on Thingiverse.

You can protect the sensors and wires using 1/2" x 1/2" C-channel aluminum.
- Open side toward back of playfield.
- Cut a notch so the LED and sensor can see each other.

Warning: The prices on Amazon are really high -- $9.99 each or $20.23 for a set of 5.   :(

If you order directly from Adafruit, they are only $1.95 each  ;D  . . . when they are in stock.   ::)


Scott

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Pl1:  NICE.  I am planning on putting in the break beam sensors sometime in June.   This is a bit easier than notching out the underside of the wood.

I will definitely look into these and the mount.

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Updates: (no new build yet)

Project / Build Environment:
   - Added required DLLs directly into project to allow for automated builds in Visual Studio Online.
   - Updated project to use MonoGame nuGet packages to allow automated build in Visual Studio Online.
   - Implemented dev and main branch CI builds to prevent regressions.
   - All code now released from VSTS code drops.

Title Screen Updates:
   - Added new exitdialog graphics.
   - Added Exit Dialog functionality for title screen to force confirmation of software exit.
   - Fixed AttractMode keypress behavior to prevent accidental exits from the software.

« Last Edit: May 31, 2018, 02:42:24 pm by nipsmg »

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
 Alpha SDK and guide ready for testers who want to try their hand at writing add-on games!!

I've made quite a few updates, including the ability to load plugins.  As such, I started writing an E-Book for the SDK that's a walkthrough on making a SkeeBall game. 
I'd love for someone to test drive the SDK and the E-Book thus far and give me some thoughts and feedback.  It goes from setting up a dev environment through creating the add-on, registering it, and getting the game to a fully working state with full game logic and text -only output.  I plan on finishing up the book and the new game over the next 2 weeks.

Note, the game is written in MonoGame, and will require knowledge of C# and a windows environment.

If anyone is interested, please PM me!
« Last Edit: June 06, 2018, 05:47:52 pm by nipsmg »

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
The first pass at the SDK Programming Guide is split into the following chapters:

The ebook is split into the following chapters:
Chapter 1: Getting Started
This chapter goes through installing monogame and setting up your dev environment to make plugin development easy.

Chapter 2: Hello, World!  Creating a Basic Add-On Game
Chapter 2 takes you from no code, to creating a plugin with an Add-On game, defining the game metadata, and getting it to load in the menu, and launch displaying Hello, World!.



Chapter 3: Adding State Switching and Scoring Logic
Chapter 3 has the developer adding in game logic and text-based display, fully implementing the game logic into a playable, functional game with user switching and win detection.



nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Finished a new chapter in the programming e-book and advanced the Tug-Of-War sample game!
Chapter 4: Adding Background Graphics and Scoring Displays
In this chapter, we add background graphics and digital displays for player score and balls left.  We also walk through using color intensity to indicate the current player.
At the end of this chapter, our game is starting to shape up!



The coming chapters will deal with
  • Adding sound effects
  • Adding animations and using timers
  • Leveraging built-in Please Wait and Player Up Indicators
  • Using the pipeline to schedule events

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
I've come up with the final design of what the SDK sample game will look like:



The game will feature the following:
  • Custom game start and player change graphics
  • Animated foreground and background sprites
  • Background crowd sounds
  • Crowd reaction sounds for scores, getting close to winning, and scoring high or low
  • Custom winning event and graphics.

It'll probably be my most "complete" game so far,  and the SDK programming guide will walk you through building it step by step.  Even if you've never coded before, you should be able to follow the guide exactly and end up with a final game, and an understanding about how it works.

I also made the following updates to the sdk:
  • Updated screenshot in menu to be final screenshot
  • Separated score box and background graphics
  • Updated guide for rendering score box and background separately
  • Updated screenshots in guide where necessary
« Last Edit: June 08, 2018, 01:14:46 pm by nipsmg »

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Finished a new chapter in the programming guide:
Chapter 5: Adding Sound Effects and Ambient Background Sounds

In this chapter, we walk through adding sound effects and background sounds.  WE add an ambient background crowd sound, and add crowd reaction noises for things like:
  • Hitting a pocket worth 40 or more
  • Getting within 50 points of winning (Crowd chants "Go! Go! Go!)
  • Crowd groans if you hit a gutter or are within 50 and don't win in that round

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Finished a new chapter in the programming guide:
Chapter 6 - Adding Background and Player Sprites
  • Added crowd sprites
  • Changed rendering order of score boxes so crowd is behind boxes
  • Added TugOfWar sprite
  • Animate crowd sprites so the crowd on the side of the current player jumps up and down when it's their turn
  • Animated move of the TugOfWar sprite left or right depending on current score





-----

I'm getting towards the end of the Programming Guide for the SDK.  Once that's done, I will be releasing a public beta of the game and programming guide.
« Last Edit: June 19, 2018, 11:14:08 am by nipsmg »

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
Stock Game Updates:
  • Riskee:
    • Added background music.
    • Amplified "add bomb" sound effect
  • Stranger in the Alps:
    • Added High (actually ,low) Score Tracking for fewest number of balls
    • Implemented pipeline delays to support high score tracking.




Amusinggestures

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 1
  • I want to build my own arcade controls!
I'm definitely interested in testing. Do you have any plans to support relay controls for ticket dispensers? And ball dispenser?

nipsmg

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1298
  • ROONEY!! ERRGH!!
    • Arcadia
I hadn't thought about ticket dispensing, but no ball dispensing, no.  Many of the games are time-based not ball-based.  That's an issue with legacy rocker-arm style ball dispensers that only allow 6 or 9 at a time.

I'll work on getting a test build to you, but am going on vacation tomorrow so it might have to wait until I get back in a week :-/

  
 

Sitemap 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31