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[RELEASED] Pinball Creator

Discussion in 'Assets and Asset Store' started by Tropical-Studio, Aug 17, 2016.

  1. Tropical-Studio

    Tropical-Studio

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    Hi,
    Sorry but it's not possible to switch between multiple table with trigger
     
  2. karaokefreak

    karaokefreak

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    Hi. This is a awesome asset. I started building my own pinball machine and I've come pretty far.. However, when I wanted to alpha-test it on my phone, I found out that there is no touchscreen controll for the Plunger.

    (Edit)

    okay, all together now I have four issues and I hope you can help.

    1) How do I manually use the plunger on Android / the touchscreen?

    2) Is it possible to make a three-part mission, in which the second step will release the multiball?


    What I'd like to do is set up a mission in which the player has to shoot 5 targets. When 5 targets are gone, a hole will become active. Shooting the hole = Multiball... and then after that, two rollovers get the Jackpot. So it's a mission with three parts

    3) Is it possible to have a Hole collect balls for a multiball? Like in classic pinball machines like Star Trek TNG or Black Knight 2000 - one hard to reach hole will collect up to 2 balls and once the third comes in, the hole will spawn all three balls at once
    for a multiball

    4) Maybe something for the next update: Could you please add a real highscore list and name entry function (three letters are enough). It were great if the start screen could add a high score list of 5 or 6 players, bound to the scene pinball machine which is used.
     
    Last edited: Jan 25, 2018
  3. Tropical-Studio

    Tropical-Studio

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    Hi karaokefreak,

    1) How do I manually use the plunger on Android / the touchscreen?
    To use the plunger :
    Put your finger on plunger to pull the spring. Then release your finger from the plunger to eject the ball.

    You could look at documentation part 2 section Mobile Control page 128 to show the buttons setup on mobile

    VideoGif_Coupe.gif

    Input.jpg


    2) Is it possible to make a three-part mission, in which the second step will release the multiball?
    For the moment it is not possible to create three parts for the mission. Only two parts are available.


    3) Maybe something for the next update: Could you please add a real highscore list and name entry function (three letters are enough). It were great if the start screen could add a high score list of 5 or 6 players.

    What do you mean by real hightscrore ?
     
    Last edited: Jan 25, 2018
  4. karaokefreak

    karaokefreak

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    Hi
    Thanks for the quick reply!

    great to see you put effort into your project.
    About my question: I wasn't talking about "real highscore" but a "real Highscore List" with an option to enter a player name of 3 -5 letters. What I mean by a highscore list is a Hud-button that you press and then you see a sheet with the top 5 or 6 highscores + player names, permanently saved.

    Some more questions
    I am wiggling my way through your Asset pack and I am still confused by some names of functions. And I haven't tried the toy feature yet.

    1) I wonder if it is possible to use a toy animation linked to missions, which hides a certain place. Example: Have a wall which hides two more missions, The wall will only come down (by animation), when a certian mission is trriggered. I know how to make animations, , I just want to know if the animations triggered are permanent.

    2) Is it possible to have a Hole collect balls for a multiball? Like in classic pinball machines like Star Trek TNG or Black Knight 2000. So one hard to reach hole will collect up to 2 balls and once the third comes in, the hole will spawn all three balls at oncefor a multiball

    Thanks for your help!
     
  5. Tropical-Studio

    Tropical-Studio

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    1) I wonder if it is possible to use a toy animation linked to missions, which hides a certain place.
    It is a good idea but for the moment animations are not initialized when player lose a ball.
    For the moment animations connected to mission are use to play one shot animation (for example the star fish on slingshot (Octpopus Island )).

    2) Is it possible to have a Hole collect balls for a multiball?
    Yes ;) it is possible. Select the number of time the ball need to enter the hole then choose how many ball are used for the multiball.
    (However the ball that have been catch could not stay visible on board)

    For the highscore actually there is a leaderboard (maybe Highscore should be a better name).
    You could access the leaderboard on scene LCD Full UI (Project tab : Pinball Creator -> Demo -> LCD Full UI)

    Screen Shot 2018-01-25 at 15.31.01.jpg


    Screen Shot 2018-01-25 at 15.31.15.jpg
    The system to enter your name and score is setup on scene MM_Table_01 MM_Table_02 and MM_Table_03
    (Project tab : Pinball Creator -> Demo -> )

    Screen Shot 2018-01-25 at 15.32.04.jpg

    Hope it helps :)
     
    karaokefreak likes this.
  6. karaokefreak

    karaokefreak

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    Awesome!
    Thanks a lot for the support. I'll be off designing my machine :D
    There is still a lot to do!
    FanradioFlipper-AlphaVersion2.jpg
     
  7. StevenPicard

    StevenPicard

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    Do you plan on adding different sized pinball cabinets?
     
  8. Tropical-Studio

    Tropical-Studio

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    Hi,
    Which size of pinball do you want ?
     
  9. StevenPicard

    StevenPicard

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    Mainly a wider one. I think Atari's Middle Earth was a wider one, Contact was I think, among others (and of course Hercules was the largest pinball game but that was more a gimmick and not something I am interested in.)



     
  10. Tropical-Studio

    Tropical-Studio

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    Hi,

    We start a new wider version of cabinet.
    Hope you like it.

    Wide_Cabinet.jpg
     
    StevenPicard and Firlefanz73 like this.
  11. StevenPicard

    StevenPicard

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    Yes! That'll be awesome! Thanks!
     
  12. karaokefreak

    karaokefreak

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    Hi Guys
    Sorry for asking questions that you might consider stupid, but your documentation is so big that it is hard to find certain things. You might want to re-structurize your manual and add an FAQ or something... ever thought of making a video or two?

    Anyway. I love this asset and it is worth every penny. Still, I have a few questions.

    1) Can you please tell me where I can change the LCD entry for unsorted Rollover Missions? At the Moment, the LCD display will spell the word WOR - with each letter representing one rollover trigger. I want to change the letters. Is this one of the animations? It doesn't seem so at first glance since there is not much happening with those three letters.

    2) Since I aim for mobile use on cell phones, I need to reposition the camera in the Plunger-View, since you cannot use the plunger when the perspective is set to portrait mode. I need to move the camera a little nudge to the right. How can I achieve that?

    Thanks for your help
     
  13. Lars-Steenhoff

    Lars-Steenhoff

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    I think for the plunger it will be easier to just touch antwhere on the screen not only the object of rhe plunger.

    Because the player does not have to do anything else anyway except for launching the ball.
     
  14. Tropical-Studio

    Tropical-Studio

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    1) Change Rollover Text (If you have already created the mission) :
    -Select your mission in the Hierarchy.
    - In the Inspector go to Mission_Txt array.
    -Change the element 11 (spot 1)

    02.jpg


    Other Possibility (if you are going to create a mission using script Mission_Creator):
    Example with scene Project tab : Pinball Creator -> Assets -> Scenes -> Start_Pinball_Desktop
    -Select the mission creator in the Hierarchy (spot 1).
    -In the Inspector you will find options to setup the text depending the mechanic type.

    03.jpg


    2) You could add an offset when the device is in Portrait mode :
    -In the Hierarchy select Pivot_Cam (Spot 1)
    -Change value in Offset Portrait View Position in the inspector(spot 2)

    01.jpg
     
  15. Tropical-Studio

    Tropical-Studio

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    For now it is possible to increase a little bit the size of the plunger collider button.
    But ok, we note your sugggestion .
     
    Last edited: Jan 29, 2018
  16. Tropical-Studio

    Tropical-Studio

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    Hi there,

    New wider cabinet is ready. We will submit it to the store as soon as possible.

    Wide_Cabinet_03.jpg
     
    StevenPicard likes this.
  17. StevenPicard

    StevenPicard

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    That's great news!
     
  18. Tropical-Studio

    Tropical-Studio

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    Hi,

    New version with wide cabinet is actually waiting for approval.
     
  19. Lars-Steenhoff

    Lars-Steenhoff

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    Is there a way to slow down the ball a bit? perhaps with the physics settings in unity?
    I like it to be a bit slower on my iPhone, as right now the ball is very fast and realistic but its a bit hard to follow on a small device.
     
  20. karaokefreak

    karaokefreak

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    Awesome support!! Thank you guys.

    I am getting along now and I think I have most things covered. Still, I have a follow up question and I'd like to aks you for something to come in the next iteration of this asset.

    ---> It would be great if you offered another view for the plunger start. A bird's eye view would be much better, specially when the player could grab the plunger itself and pull it down the screen. This would also make it easier to get skill shots done.
    Plunger1better.jpg


    My first question concerns the LCD for Rollover once more. I found the entry for the special word, just where you showed me. However, I altered the colour of my LCD-Display to be more red-ish. Everything is fine so far EXCEPT the display of the special word for the rollover, which is still in the old orange. Where can I change that special type of LCD display?
    LCD-DIsplay.jpg

    My second question is a little embarrassing since I thought I could figure it out myself. I would like to change my Pinball into a football, but ONLY for this one table. Changing the texture doesn't work since unity's standard sphere has some weird UV layout. When I tried to exchange the mesh, the ball wouldn't turn or spin any more. So which object do I need to exchange if I want to turn the ball into a soccer ball? I need to do it in a second prefab anyway, since I want to keep the normal ball for other tables.

    Thanks for your help and sorry for annoying the heck out of you ;)
     
  21. StevenPicard

    StevenPicard

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    LOL. I was thinking of American football until you said soccer ball later on. I was thinking "That wouldn't roll too good." :D
     
  22. Tropical-Studio

    Tropical-Studio

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    Hi Lars-Steenhoff,

    The ball were been one of the most difficult thing we had been to tweak in Pinball Creator.
    You could try to change these variables to have a ball a little slower.

    1- Reduce a little bit the flippers force.
    -Select your Flipper in the Hierarchy Tab (spot 1)
    -In the Hinge Joint section reduce the target velocity (spot 2) For example 2000

    01.jpg

    2- Reduce a little bit the ball speed
    -Select the ball you want to use in the Project Tab (spot 1)
    - In the Inspector Change Max Speed (Spot 2) Example 2.8 not more

    01Bis.jpg

    3- Increase the table angle a little bit.
     
    Lars-Steenhoff likes this.
  23. Tropical-Studio

    Tropical-Studio

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    View attachment 264611

    My second question is a little embarrassing since I thought I could figure it out myself. I would like to change my Pinball into a football, but ONLY for this one table. Changing the texture doesn't work since unity's standard sphere has some weird UV layout. When I tried to exchange the mesh, the ball wouldn't turn or spin any more. So which object do I need to exchange if I want to turn the ball into a soccer ball? I need to do it in a second prefab anyway, since I want to keep the normal ball for other tables.

    Thanks for your help and sorry for annoying the heck out of you [/QUOTE]

    Hi karaokefreak,

    First Question :
    You’re right, the code force the color in this case. Send us your e-mail in PM and I will send you a custom version of the script that allow you to change the color in this case.


    Second Question :
    1-Add your 3D ball model as a child of the ball (Spot 1). Don’t forget to remove the collider of your 3D Models.
    2-Save this new ball as a prefab. Drag and drop your gameObject from the Hierarchy tab to the Project tab (spot 2).

    02.jpg

    3- Select in the Hierarchy tab Manager_Game (spot 1)
    4-Drag and drop your new ball in the Inspector slot Ball (spot 2).

    02Bis.jpg
     
  24. Tropical-Studio

    Tropical-Studio

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    Hi there,

    The new version with wide cabinet is released.

    A new starter kit scene have been created for this new cabinet (Collider / Camera ready to use):
    In project tab open scene : Start_Pinball_Desktop_Wide
    Pinball Creator > Assets > Scenes > Start_Pinball_Desktop_Wide

    Have fun;)
     
    StevenPicard and Lars-Steenhoff like this.
  25. karaokefreak

    karaokefreak

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    Great stuff... is there a mobile version of the wide table coming? It should work with tablets in terms of screenspace. When I convert all assets from desktop to mobile with your tool, I get weird lighting effects on the plateau.
     
  26. karaokefreak

    karaokefreak

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    Question: is it possible to configure a control scheme which works for Joypads and keyboard at the same time? Example: I want to have the left flipper on S and joypad button 4... It works with each alone by now, but not both simultaniously, since I guess the public variables just accept one input.
     
  27. Tropical-Studio

    Tropical-Studio

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    In the documentation Part 2 (page 147) we explain how to setup the gamepad.

    - Create two inputs with the same name in the InputManager. (For example : LeftFlipper , LeftFlipper)
    - Setup the first input for the gamepad.
    - Setup the second input for the desktop.

     
  28. Tropical-Studio

    Tropical-Studio

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    karaokefreak you're right,
    We submit a new version with the update for mobile version. (It could take about 2 days).
     
  29. karaokefreak

    karaokefreak

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    I think I found a Bug
    When you use a Kickback and uncheck the box "Begin with Kickback" in the Mission options, the LEDs of the Kickback will turn off, but the RIGHT Kickback will still work when the ball hits it for the first time. The left Kickback is deactivated as it should be
     
  30. Tropical-Studio

    Tropical-Studio

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    Yes you're right.
    We modified the script and we will submit the new version ASAP . Thanks for report that bug !
     
  31. karaokefreak

    karaokefreak

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    There is another problem / bug to be solved:
    The multiball spring doesn't seem to work right. The first and second ball will be pushed on the playfield, but the third ball is stuck and will only come out if one of the first balls falls into the pit. I can make a video of that behaviour if you want me to.
     
  32. Tropical-Studio

    Tropical-Studio

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    P_Multi_Ball that manage how the plunger eject the ball is not at the good position (only for the wide cabinet).

    1-Select p_Multi_Ball in the Hierarchy (spot 1).
    2-Change the transform position (spot 2).
    You should see the trigger (spot 3)

    Screen Shot 2018-02-07 at 10.21.58.jpg
     
  33. karaokefreak

    karaokefreak

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    pMultiPosition.jpg pMultiPosition.jpg
    Well... the problem occurs in the small (normal) Cabinet, so the coordinats you gave me are not useful...
     
    Last edited: Feb 7, 2018
  34. Tropical-Studio

    Tropical-Studio

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    Hi Karaokefreak,

    We can not reproduce the issue. Could you test this:

    - Open Start_Pinball_Desktop scene (Pinball Creator > Assets > Scenes > Start_Pinball_Desktop)
    - Create this mission with Mission Creator:

    Mission_Multiball.jpg

    Is the problem still present ?
     
  35. karaokefreak

    karaokefreak

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    The problem does not occur in Desktop Mode. However, I design in Mobile-Mode. I have to try changing it to mobile assets... hang on
     
  36. karaokefreak

    karaokefreak

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    Here is a video which shows what happens
     
  37. karaokefreak

    karaokefreak

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    Okay, I checked it out with the Mobile Start-Scene. It happenes there as well! So it is a problem of the mobile table asset or the mobile ball. Here is the video
     
  38. Tropical-Studio

    Tropical-Studio

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    Your video doesn't seem not to work.

    The mobile scene (Start_Pinball_Mobile ) work for me too.
    But as shown in the image below the gizmo named "Multi Ball" need to be at the right place in the plunger. Is this the case for you ?

    MultiBall_Gizmo.jpg
     
  39. karaokefreak

    karaokefreak

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    P-Multi22.jpg Okay, i changed the settings of both videos.. can you watch them now?

    And Yes, the position of plunger and p_multi trigger are the same in my workspace.
     
  40. Tropical-Studio

    Tropical-Studio

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    First of all your pinball looks great!

    The problem seems to be the position of Multi Ball Spawn
    As shown in the image below , change Z position of Multi_Ball_Spawn to 0.0187

    Multi_ball_Spawn.jpg

    Does that solve the problem?
     
  41. karaokefreak

    karaokefreak

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    Unfortunately it does not, since the Multiball Spawn already has that exact position :(
     
  42. Tropical-Studio

    Tropical-Studio

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    ok. Could you send us your scene by mail to check if we could find what happen ?
     
  43. karaokefreak

    karaokefreak

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    I'd be open for a workaround. Isa it possible to have a multiball spawn from a Hole?

    Yes, I will send you my scene...
     
  44. karaokefreak

    karaokefreak

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    I sent you a private message. Thanks for your support.
     
  45. karaokefreak

    karaokefreak

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    Hey Tropical Studio
    I know, I've been bugging you with requests, but not because the asset is flawed - I do it because I love it so much and I dig deeper and deeper into it. After all, I am a pinball fan who played a huge number of tables. Now I want to make my own, and I hope for more!

    This is why I come up with a wishlist for future updates that could make your asset even better


    1) Something easy: Let the skillshot have an optional secondary sound effect
    I have a skillshot Hole that also serves as a normal Hole. The Skillshot has a time limit, so it would be nice if the skillshot would be rewarded with a different sound effect. After all, it is only available in the first few seconds of each round. So what I need is an option to disable the normal mission of the hole as long as the skillshot countdown is active.


    2) The Super Mission --> Mission classes that allow multiple missions for one hole / target / spinner
    I think it would be easy to setup you kept your missions as they are now and just add another class for so called "Super Missions" . So you add a checkbox on each Hole /Target / Spinner that confirms the option of being part of a super mission, and a public variable for entry of an empty that defines the super Mission via script.

    A Super Mission could be something like
    "Hit all holes on the table" --> / in a time limit of x / within the lifespan of one ball / within the whole playtime

    or

    "Hit all holes on the table" after starting super mission by hitting target X

    or

    "Complete Missions A, B and C in order to start Mission D"

    The Holes in use still have their normal function for their normal missions, but count for another "bigger" mission at the same time
    This would be great, especially in order to create higher challenges to get a Multiball

    3) Movable objects for (super) missions
    Along with the Super Missions there should be an option to have an object moved or turned. Like a door that opens or a wall that comes down. There is no need for real animation data. all it needs is an offset-feature, very much like you do it with your camera.

    --> Super mission x solved --> offset object Y coordinates or turn by X degrees

    The offset / rotation value returns to 0 when a time limit runs out / the mission is finished / the ball is lost


    4) Status Missions
    Status missions are similar to the multiplier. But they don't reset when a ball is lost. They rise all the time. Status missions need ranks with names, The game starts always in the lowest rank
    ---> Private, Corporal, Sergeant, Lieutenant
    ---> First League, Second League, third League
    ---> Formula3000, Formula 2, Formula 1

    corresponding to that they should have big special LEDs that can be placed anywhere on the table --> very similar to the Multiplier, plus an LCD Text

    When solved they should raise the score for each normal target (not for missions, only the targets themselves) by a percent value.
    Example:
    Rank No 1: Bumper Hit 1000 Points
    Rank No 2: Bumper Hit (varable) + 10% = 1100 Points
    Rank No 3 Bumper Hit (variable) + 15 % = 1150 Points

    The most important part of this is the feeling of progression in the game. You earn somethiung that lasts for a long time.
    It could also hide certain missions. So Mission X is only available if you reached rank 2 or 3..


    5) A normal button OR a different view for the plunger in mobile mode
    No matter how I put the camera or how big I make the trigger, on a cellphone it is always a hassle to use the plunger. So I request a top down view or a button in the Hud for plunger use.

    6) An optional seconday music for mission parts
    Having a multiball or a time limit should be working with the music in many cases, So missions should allow to change the BG music, when started. This should be only available for missions that can't be paused.

    7) Remember the last used camera angle after leaderboard entry
    As of now, when you typed your name for the leaderboard and start the game again, the camera will be reset to camera angle 1. It would be great if the game remembered the last position before the leaderboard entry

    8) A simple options menu
    Accessible via pause screen, there should be an extra options menu for

    - music volume
    - favorite camera angle for this table
    - Ball reset (see point 9)

    9) Ball reset
    A table should always be so well designed that the ball stays in motion, however, even on the best tables, a ball can get stuck somewhere in unpredictable places.where pushing the table won't help. So there should be a ball reset option in the options menu (see above).

    When used, the game should check the balls velocity. if the balls velocity is 0 for more than 2 seconds, then the ball will be spawned again in the plunger. However, ball reset does not work with a ball in the plunger and it does not work in the area of flippers
     
    Last edited: Feb 8, 2018
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  46. Tropical-Studio

    Tropical-Studio

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  47. karaokefreak

    karaokefreak

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    Aaaargh..... I think I broke your game ..... :( I have another bug. The Score system doesn't work anymore. The game will count score as long a the game lasts, but the result screen will always show the score of 0 points..

    what did I break? How do I fix it?
    It worked for a long time but suddenly stopped working

    NoHighscore.jpg
    Error List.jpg
    My error List might be of help
     
    Last edited: Feb 10, 2018
  48. Tropical-Studio

    Tropical-Studio

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    @karaokefreak


    Hi,

    The reason why the score does not work seems to be that there is a lot of bug in your scene.

    Try to test yours missions one by one. If you find an issue recreate this mission.

    If you can't solve the problem, i encourage you to recreate your project from scratch.
     
  49. karaokefreak

    karaokefreak

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    Hi again
    You were right. the missing score came from a mission with wrong settings. I repaired it and the errors are gone.

    But I might have found another bug

    When I set up the mission "Hole3 rollover1" with a multiball, then triggering the jackpot with the rollover seems to make no sound effect when player has the jackpot (= mission is complete). So as of now, I can't create n audible sign when the player the Jackpot. I checked it - the jackpot feature works, score is added and the LCD display flashes. There is just no sound, although I set a sound effect to "Mission Complete"!
     
  50. Tropical-Studio

    Tropical-Studio

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    Hi,

    Actually there is no sound fx for jackpot.
     
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