Investigating this issue for you, I don't do UI stuff so I couldn't fix it myself but I forwarded your story to the proper channels. It might be that it's as big as it can be without looking bad on smaller screens, we'd have to reduce the amount of filler artwork, which more people would...
I think this is because there are an abundance of edges converging into that corner of the playfield's collision model. The physics doesn't like when that happens.
I added a metal texture to the pieces near the flippers, gave the rubber a texture, shaded the red posts... but I forgot to check it all in because I was planning on doing more, it should be in the next update. I updated the trello with what I changed, but it's from Maya viewport not in-game.
Here's the Trello I've setup for filling out bugs I'm working on, intend to work on and have completed: https://trello.com/b/UiJQ0MY1/pinball-arcade-art-fixes
It's pretty empty right now, busy on other projects atm.
I don't remember, but I think it wasn't possible to do that. The magnet doesn't activate during multiball and you can't get multiball while in the upper playfield.
I assume that's how it would work, I don't see how else it would. Our engine is custom built and like 10 years old it doesn't have many fancy bells and whistles like in Unreal for example. But even with Unreal if you change anything you have to recompile the game's code entirely. (I think)
The biggest issue with the emulation is for some reason any object indexed above 61 just didn't work for some reason, as far as I understand it. And the physics are still a WIP
I forgive you haha
I can't do this for every table, every fix I make for a table means like 5 programmers have to spend time recompiling the table for their platform.
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