Ahh yeah. Apparently there's a collision check when pulling the plunger back where if the ball isn't in the right position, the plunger ignores it. Mike might be able to provide more input on this.
The option for post processing must have slipped in. The engine dev wanted to see if the Air could handle it, but I don't think any of the actual post processing code is in the build besides the option.
Darn, they've caught on!
Just kidding. According to our engine developer, the offset for point sampling was originally set up/calibrated on our machines. Switching to bilinear sampling fixed the issue for people having jagged textures but creates a blur for others. I'll probably just end up...
Most likely because it was initially set up in a rush. I was told that retina came out just as Pinball Arcade was getting ready for its first submission on iOS. (:
Thanks for the tip.
Edit: there's also a bunch of engine-level settings dialed in depending on the device type and generation, so...
The portrait mode cameras are set up for general portrait monitor play and are centered on the flippers. The cameras should be centered on the table's width in the cabinet version.
Turns out the UI loop at the end of a timed game is caused by there being a ball stuck on the playfield. Your score should still post but will require restarting the application.
Right now it's set up for:
- Lower flippers: any detected input
- Upper flippers: ≥ 60% input
As for making it user adjustable, I set it up for PC with this in mind. The upper flipper threshold can be adjusted between 0% and 100%. It just requires interfacing it to the user. I could just have...
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