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  #1  
Old 03-25-2006, 03:43 AM
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Default I need someone with great eye sight

I'm working on another baseball game, and it's nearing completion, but I need some help. I can't tell the exact text on the playfield. I have figured out that some of the smaller nailed sections are outs. I've even figured out the the bases, home plate, and the pitchers mound score points, as do the pockets at the bottom to the table. Now if someone can make out what each cup scores, and what the text of each one is, that will allow me to make this game authentic. Otherwise I might have to guess my best, or do a patent search. If you can read the playfield, please post the details here for me, and thanks.
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Old 03-25-2006, 01:59 PM
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Good eyesight? I think you need a high level government lab, A good fantesy writer, or someone that knows.
Good luck with that.
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Old 03-25-2006, 03:58 PM
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Having said that, as well as access to a high level government lab, your cups in the outfield all say the same thing. FLY OUT 10, as far as I can tell, after getting rid of everything but the text.

The three lines are nails, and their shadows, not paint nor ink.
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Old 03-25-2006, 04:03 PM
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The 'FOUL OUT"s on the bottom look like 10. Seems that any cup will score of course, but you need a good hit for a single worth 100, a double worth 250 or a triple worth 350. Home run is 500. bases are all called bases, First Base, second base, etc. but home is called plate. These numbers are guesses, Any of these base numbers value could be off by 50. First is 100, definitly 100, yes 100. Second is hard to tell, 200 or two fifty. Third is just an educated guess and home looks like 400 or 500.
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Old 03-25-2006, 04:15 PM
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I could be wrong and the bases score 100, 200, 300, 400. That is just from what I can see.
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Old 03-26-2006, 03:56 AM
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Thanks for lending me the use of your eyes Phil. I've finished the table, and decided to crate my own scoring values, to make it a more entertaining game. I've also made the pitcher's mound count as a Grand Slam, since Babe Ruth is featured on the playing field. Anyone who enjoyed Gumball might enjoy this one even more. thanks again for trying to break the code, as such.
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Old 03-26-2006, 05:02 AM
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No problem. I was working on the computer about all day, got the bowler just about changed over to show 10 frames, fought a bit with Peter, but at least we're talking again! Run this shitty pic through a butt load of filters, trying to figure out the lower rack of cups.
The other thing. I also cut out the balls, added a white ball I made, and cut out the catcher. Animating it would be a piece of cake you know, anyone could do it, with a lot of full table sized pics in the image manager. This sound like a lot, and it is, 60 pics easy for smoothish movement. The files would be small, maybe 60k each. 60X60 three and a half megs. it's not the only way, just the easiest way I know. Reels won't work because I'm not talking about just a graphic of the catcher moving back and forth, I'm talking about building a catcher and texturing it with a photo texture and having it not only move back and forth but carry the ball with it. I am only going to do what you asked except for the white ball, and I took the extra space and used a rip of the backdrop to fill that space. I had to copy the pic to the rip of the backdrop, and then cut it out again for a new pic. In a nut shell now you have a nice rounded dome shaped game on the backdrop without the rest of the rectangle black. I'd post an attachment, but you wouldn't be able to see it anyway, and I don't want to show it first my self.
This is going to be a good one John. I added some walls just to play with it, but I did not save that. It's really cool the way the ball loops in this. And the pic is so clear. I would like to, after release, mod it with a animated high resolution plunger (This one will be cool, it will show the knob and shaft outside of the table and look real) and an all ball visible and in it's place routine ( Ive been working on that effect. It involves walls around kickers that go up when a ball is in them and down when not, This works for having balls lined up in a lane without them ever falling thru each other). With six balls this will be an option, but I could do 6 on my 1 gig p3.
I must admit that I don't understand the catcher. Is it that if you catch the ball in the catcher that you can then in any amount of time move it to the slot in the bottom rack of cups of your choice? I don't think this is a need to know thing in the modeling of this system, but it may be. If was smart to scramble the kickers and move them off the grid to keep me from playing with it too damn much.
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Old 03-26-2006, 05:48 AM
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How about if we team up on this one Phil? I'll build and script it and then send it back to you and you can add your modifcations to it before we release it. And actually, the reason the kickers are off to the side is because I just slapped the image into one of my many starter tables. I'm more likely to work on something if I have a table with the image in there, with sounds and basic scripting, so I can get an idea how everything will look.

As far as the catcher part of this one, and probably all catcher games are similar, you get extra points for catching the ball, in addition to any other points you earn. What I had planned was to track how many balls you catch during a 10 ball game, and have an end of game bonus, plus maybe an extra ball or two based on how many you caught.

The nice thing about you making the catcher device for me is that I'll be able to reuse it in at least several other catcher type games I have images of. Probably the neatest game I have which I haven't done yet is an old Basketball game, where you try to shot the ball into the basket. So far I haven't figured how I can turn it into an interesting VP game. I've played games like it over the years, and they're a lot of fun, but it's almost like you have to be playing the actual game for it to be fun. Some day I'll get around to it. That's the nice thing about having 500 starter tables, there's always something to keep you busy.
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Old 03-26-2006, 01:43 PM
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The only reason I could think of to not do that would be the delay it would cause.
I wish VP had an 'active wall' feature.
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Old 03-27-2006, 12:12 AM
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Then I guess we've teamed up on this one, since delays aren't a factor. The only reason it seems like I work fast is because I work on a half dozen tables at the same time, and I have lots of time. Another secret is that I don't post WIPs, so nobody knows when I actually start on a table. But rest assured that I take as long as I need on each table to get it just right. Buddy Bowling took alomost 4 years before it was released. The real secret to my "speed" is reusing my own templates. Since I'm only adapting the script, there are less chances of problems, and very little testing required. And I used to test tables for us to a year. I'm a slow learner, but once I get it figured out, it stays figured out.
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