Author Topic: Ghostbusters - Custom Pinball  (Read 20820 times)

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Offline swinks

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Re: Ghostbusters - Custom Pinball
« Reply #15 on: May 06, 2012, 01:54:10 PM »
Here is a link for a recent video:

"Here's a short gameplay video that shows a little of where I am at with the audio in the game. I didn't want to post on youtube or anywhere else as there is still some work to be done. Some of the finishing touches are taking longer than expected, so I wanted to show some of the progress and start answering some questions just for the pinsiders..."
http://tristatechapter.com/arcade/alving/GB2.mp4


Here is a little bit info released:

"Here's an overview of how I redid the playfield... Using a scan of the playfield and adjusting to precise measurements between inserts I was able to create a blank canvas, so to speak. I filled in all the artwork at 300ppi using Photoshop. The physical playfield was sanded down to bare wood. White auto acrylic was applied after masking off all the inserts and the shooter lane. After removing the masking, several coats of polyurethane were applied. I then installed an overlay provided by John Greatwich @ Direct Ink which was basically the artwork printed on a clear film cold pressed to a mylar top layer. The inserts shine right through the clear film. The end result is virtually indistinguishable from a new Stern playfield, both in appearance and gameplay."

"I did every aspect of the game in a fairly low-tech way with great results. It should be fairly straightforward for someone else to retheme their own game. I am planning to ultimately put up a webpage that will have all the information.
As for the audio, that has been my most closely guarded secret throughout the production. It was somewhat experimental and I didn't really know for sure how it would work until the end. It's so simple that I am sure others will use it to retheme games. I have next to zero programming knowledge and no sophisticated equipment. I used two mp3 microcontrollers working in tandem which are fed into a mixer. One primarily drives the music and track changes while the other primarily handles sound effects and callouts. I used two so that I would be able to overlap the sounds with the music being played (this seemed to be a big shortcoming with previous methods I had heard of). The microcontrollers are activated by separate switches which piggyback existing switches, targets and assemblies in the game."
« Last Edit: May 06, 2012, 06:27:50 PM by swinks »
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