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What am I looking at here? Vertical Visual Pinball

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RayB:


--- Quote from: Xiaou2 on February 12, 2008, 04:18:39 am --- I also played the  Ultrapin at the Rochester gameroom show last time, and it stunk.
Poor display refresh rate = blurry, and frame-skippy.    No kicker coils for feedback.
Graphics were cartoony instead of photorealistic.   Flat looking.  Poor physics.
And much more.
--- End quote ---
The one I've tried had kicker feedback when you pressed the flipper buttons. Felt very real.


ahofle:


--- Quote from: RayB on February 12, 2008, 02:16:51 pm ---
--- Quote from: Xiaou2 on February 12, 2008, 04:18:39 am --- I also played the  Ultrapin at the Rochester gameroom show last time, and it stunk.
Poor display refresh rate = blurry, and frame-skippy.    No kicker coils for feedback.
Graphics were cartoony instead of photorealistic.   Flat looking.  Poor physics.
And much more.
--- End quote ---
The one I've tried had kicker feedback when you pressed the flipper buttons. Felt very real.

--- End quote ---

Same here and that feature was VERY nice.  The plunger was also implemented correctly.  But there was just something about the layout of the table on that large monitor.  It just didn't quite look or feel right, especially toward the back (I'm comparing it to a nomal VP table where the screen is pinched toward the top to give a 3D illusion).  I can't really describe it.   

RandyT:


--- Quote from: ahofle on February 12, 2008, 03:04:43 pm ---I can't really describe it.   

--- End quote ---

Here, let me  ;D

I have experimented a bit with the VP in the vertical arrangement and it's true.  The big problem in a situation like this is that a real pinball machine is actually three-dimensional, so all of the little cues that tell you what things are supposed to look like and where they are in space happen naturally, as you would expect them to.

These video pins have to simulate those visual cues, but they can't really succeed because the data is rendered to a flat plane.  Your brain is getting confused because the perspective doesn't really match the depth.  Add to that the fact that the units I have seen attempt to fill the screen, further throwing things out of whack.  The final issue is head position.  If you are 5' 2" tall or 6'2" and the perspective used in rendering tried to normalize it to  a person who is 5'7" tall, again, your brain will be expecting something other than what it sees.

It may still be effective, but as you found out, it's probably going to "feel" a little funny.

RandyT

ChadTower:


--- Quote from: RandyT on February 12, 2008, 05:26:57 pm ---I have experimented a bit with the VP in the vertical arrangement and it's true.  The big problem in a situation like this is that a real pinball machine is actually three-dimensional, so all of the little cues that tell you what things are supposed to look like and where they are in space happen naturally, as you would expect them to.
--- End quote ---


That is exactly why people looking to create a pinball machine on a video screen are deluding themselves.  They are building a pniball video game.  As soon as they accept what they are actually building they'll be happy with what they get.  It is all about user expectations and being realistic. 

I can't tell you how many people I've heard say VP and Ultrapin suck "because they're not real pinball".  No ---steaming pile of meadow muffin---, Sherlock, it's a video game.


Lord Hiryu:

Hi Guys.
Nice to see you again.
About this thread I have to say that the Vertical Pinball is finished yet.
I'm agree with ChadTower, on the fact that play in a visual pinball is not the same as playing in a real pinball.
For instance, I have in my house 2 pinballs too (GNR and IJ), and the gameplay isn't the same.

The fact, is actually that Vpinball isn't a emulation, I think more is a simulation, 'cause the real psychics of the ball can't achieve with a mathematical form on any PC.

BTW, I agree with the result 'cause, to be honest, I think is better play a simulated table with a monitor rotated than in a horizontal mounting monitor.

Also, for the nudge "feel", I using the idea from WWW from VP Forums, and make a home-sensor based on the ball movement.

About the tables, yeah...is not "turn and play".
I make several graphics changes and modified some script of each one, to make them more believable.

Here's a picture of the Apocalypse's GNR version (Right Side) and the same version, but with my own touch (Left Side)

Here's a video of the GNR inplay.
[youtube]Sffv2cX0s7g[/youtube]
And this is a picture of the finished pinball.


Cheers.

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