I develop the tables on Xbox 360 cause it's the easiest hardware to develop on. That means the tables are finished and polished on Xbox 360 before any other platform. That may one day change to be PC, but for now it's still Xbox 360. Since the tables are finished there first, they record...
In our debugging version I created something that records the last 10 seconds of gameplay. This requires 2MB of ram per ball to store all the details of each frame (and sub frame), what the ball is colliding with, etc. We use that for debugging physics.
I had to go this route cause I wasn't...
Just take the ball for example. x,y,z is 12 bytes (x, y and z are all floating point 4 bytes each). Then figure 6 balls per table (so far thats the most on a table we've done. 60 frames per second, 60 seconds in a minute, 60 mins in an hour comes out to 12*6*60*60*60 = 15,552,000. So an hour...
This is the biggest problem. I tried to implement a replay system for debugging, but the only way to get real valid data was to record every single frame. Too much randomnesss off of some things. Once it gets slightly out of sync, it goes down hill from there. We would have to re-write a...
Our email server went down last week which caused some problems with getting support email. If you PM me the details you sent to support I'll make sure the correct person gets it.
I couldn't find the original thread. But there has been some posts that occasionally 2 balls going at each other at fast speed would bounce before they seemed to hit.
I was able to find a consistent way to reproduce that today and fix it.
For the most part, scripts are copied over and reworked to work with our new engine/framework. Big Shot was an exception, I just redid the whole table from scratch rather than try to figure out what someone else wrote 8 years ago. I think Genie was also redone from scratch, but I didn't do...
Before we release on Steam we need the SDK. I don't have access to it yet. Waiting on contracts/paperwork to be signed with Valve. Hoping to get that soon.
During testing this past week they found some major bugs which caused compatibility issues and in some cases made it unplayable. I fixed most of them and gave QA a build Friday afternoon. On Monday I'll see how close we are to sending out the beta.
Sorry for the delays.
There was never any mention that we are dropping Xbox 360. We're waiting on the courts. If we weren't going to release on Xbox anymore, I wouldn't bother building all the tables on there first.
I believe the plan is to support Big Picture, not sure what all that entails yet.
Currently it supports playing with mouse, keyboard or joystick, with control mapping as well.
I'm not sure how we're doing it yet.
I'm not worried about implementing it, just not sure how complicated it is yet. It may take days, or may take weeks to implement.
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