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Magic Pixel
Zaccaria / Magic Pixel Pinball Games
Request for table tips: Time Machine (or any table really)
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<blockquote data-quote="Pavig" data-source="post: 112308" data-attributes="member: 3680"><p>That would make sense. I had wondered if the non-functioning standup targets may be a quirk of frame rate and the physics model, ie. the rubbers moving the ball out of the boundary of the collision target before the physics engine has time to register the overlap, (so the actual collision happens _between_ frames, and never gets registered.). It would make sense for earlier tables such as time machine to fall victim to tweaks in physics for later tables, as seems to be the case. (I've worked in game design and when physics engines go awry problems are often of the sort I just mentioned.) </p><p></p><p>The ABCDEF target lights and missing sounds however look like a code reversion, ie old code being compiled into the recent release, as they are ancient bugs which I believe were fixed long ago.</p><p></p><p>The one area In the physics engine I really think may need tuning for these old machines is the rubber elasticity curves between posts...</p><p></p><p><span style="font-family: 'courier new'"> .______________</span></p><p><span style="font-family: 'courier new'">(0____________0)</span></p><p> <span style="font-family: 'courier new'">A. B. C. </span></p><p></p><p>Ie. bouncyness when hitting A (near the post) should be very muted (which is currently correct). Moving from B to C impact points should produce a marked slingshot effect, as these old white rubbers have great elasticity and will reverse the trajectory of the ball quite effectively... Not adding velocity like a powered slingshot, but certainly translating more momentum into the bounce than in the current engine.</p></blockquote><p></p>
[QUOTE="Pavig, post: 112308, member: 3680"] That would make sense. I had wondered if the non-functioning standup targets may be a quirk of frame rate and the physics model, ie. the rubbers moving the ball out of the boundary of the collision target before the physics engine has time to register the overlap, (so the actual collision happens _between_ frames, and never gets registered.). It would make sense for earlier tables such as time machine to fall victim to tweaks in physics for later tables, as seems to be the case. (I've worked in game design and when physics engines go awry problems are often of the sort I just mentioned.) The ABCDEF target lights and missing sounds however look like a code reversion, ie old code being compiled into the recent release, as they are ancient bugs which I believe were fixed long ago. The one area In the physics engine I really think may need tuning for these old machines is the rubber elasticity curves between posts... [FONT=courier new] .______________ (0____________0) A. B. C. [/FONT] Ie. bouncyness when hitting A (near the post) should be very muted (which is currently correct). Moving from B to C impact points should produce a marked slingshot effect, as these old white rubbers have great elasticity and will reverse the trajectory of the ball quite effectively... Not adding velocity like a powered slingshot, but certainly translating more momentum into the bounce than in the current engine. [/QUOTE]
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Zaccaria / Magic Pixel Pinball Games
Request for table tips: Time Machine (or any table really)
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