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Showing content with the highest reputation on 14/05/21 in all areas

  1. Bit of a tech update here - some may wish to skip straight to the video below (there's eye candy ) Tech update: Done quite a bit of refactoring away from quick prototyping code, as that was causing an issue in the previous vid, where after I'd gone Editor > Frontend > Arcade > Frontend > Editor > Frontend > Arcade - a bunch of the attract modes were 'frozen' for all subsequent runs of the arcade. All sorted now, can go back and forth with no issues A more eye-catching test I've done tonight is playing around with those somewhat expensive realtime point lights (since I can't use the cheaper pre-baked approach due to the user-created arcades). The CPU usage is very high here (and framerate is below 60fps); I was mainly standing in the most demanding spots, and designed the arcade so I'd have plenty of machines on screen at once. I believe that because since remaking the machines I have not done the new additional process step to allow me to pass some of the 'work' from the CPU to the GPU (GPU instancing from atlassed textures via shader). So hopefully not an issue/less of an issue (plus I have hopefully another minor CPU optimisation when I do the big task of writing the attract mode codec). Of course most people won't be laying out their arcades then standing in specific spots to intentionally stress test the system This test system I've made is allowing me to tweak procedurally generated point lights, changing their intensity, the number of them (evenly spaced in a grid near the ceiling) - plus also independently tweak the up and down directional lighting I have in (I've just mapped it all to various key presses for my test). This also highlights the need for another big job I'd highlighted in an earlier post, to allow independent control and normalisation of the back glasses. Currently they come in various brightnesses and are 'Unlit', there's a ton of work to do, but it should be possible to get them responding to the experimental lighting - as with the lamp mask they wouldn't really self illuminate - so they look wrong in this darker lighting. Some of the dark layouts look a lot better in these new lighting tests - with the big job done, all layouts would appear to be like the dark layouts (but with bright lamps, and potentially even darker). Of course the user can opt to have a nice brightly lit arcade, or spotlight, but with yellow lamps with more spread... Sooooo much work to do lol Anyway that's enough blurb from me - here's some light tests
    5 points
  2. Version 1.0.0

    50 downloads

    Maygay - Club Code Red Tech: M1(a/b) Dare you take on this toxic clubber from Maygay, go on give it a go. Keyboard shortcuts in the notes. Thanks goto: Wizard (RIP) for MFME @Big J for testing The rom and image providers. Plays in MFME V20.1 only.
    4 points
  3. Thanks guys glad you like it It's all a cheat I've decided on, since I can't pre-bake lightmaps due to the user-created arcades, but I think it looks good enough to distract, and gives some fake darkened corners by the intentional light placement - so everything looks less flat. Next big jobs will all be focusing on getting the CPU usage down when there's lots of machines on screen at once running their attracts, and that's clearly the bottleneck now - quite a lot to do there, but the optimisations should be worth it...
    4 points
  4. That is just sick John, seriously sick but believe I am going to have a problem with your simulator, you've put too many options for lighting effects so instead of playing the machines I'll be too busy playing with the lights.
    2 points
  5. Version 2.0.0

    281 downloads

    As always, mega thanks to the awesome late and great Wizard for the amazing MFME emulator. Secondly, lots of thanks to @infection for providing the brilliant image of the machine. Thirdly, thanks to @vectra666 for providing some advice that I may have missed (well I will have missed because it's something that I've not really been checking (the text that shows the maximum that can be won from any game). Finally, I didn't realise that I hadn't actually changed the text for when I did the original DX version of this machine (can't believe it's not been only a few months since I did it!). I was requested by @infection to do an updated version of the machine and I hadn't realised how low quality my last release was until I started working on this one (approximately a third in size). Since I have learned so much doing them and enjoying seeing people love playing them, it gives me great pleasure to release this one at last. There were some green and blue colours on the game part that you couldn't see what was what, so I manually edited those. I have also edited various parts that had flash flare (is that the right term?) on and I am really pleased how I have removed them, including the bottom part (red), some of the buttons and other parts of the machine. Anyhow, enough waffle, enjoy the game, take care and stay safe
    1 point
  6. Version 1.0.0

    319 downloads

    With thanks to Chris a.k.a Wizard.
    1 point
  7. Version 1.1

    271 downloads

    Note - this might be a UHD / 4K release (it's 1600px wide by 2160px tall) - but note the source is my scan of the original flyer which is a little grainy, it'll not be as sharp as other 4K releases based on digital flyers, glass scans or high quality photos. I've done what I can with the source. Also note - this layout was actually a sort of 24 hour challenge for myself. To the best of my knowledge it is complete and working correctly, if there are any issues I will correct them!! Right, with that out of the way, here's my layout of Lotta Luck. @Chopaholicrequested a fix for an old layout, and I took it upon myself to quickly make a newer, updated layout which works in the latest emulator with hopefully better artwork. Here's some layout notes taken from the layout - hope you enjoy it! Any issues do let me know
    1 point
  8. Note to all members - I cannot stop him trying to revoke his donation to support the site after he has already taken content. He made the threat - he is simply gone, end of.
    1 point
  9. Goodbye. You will not be coming back.
    1 point
  10. Mate if you want to fuck off that is your problem but don't put pressure on anyone who don't want to answer your questions, it isn't compulsory to give an answer but you know what they say "If you don't like it you know where the door is", don't be a dick and show a bit of patience ffs. Don't make shitty demands here as it won't wash son.
    1 point
  11. Grand theft auto sonic the hedge hog 2 (I think)
    1 point
  12. Version 1.0.0

    148 downloads

    Here's a photo based dx of championship soccer by bwb what a pile of shit the game is too!! Not often an virtual layout pisses me off but this thing is sommat else... thanks to clo06 for the classic,char042102 for the images he posted up which he edited and to whom the images belonged to,Wizard for the new mfme. USE MFME V 19.5 ONLY.
    1 point
  13. Thank you Clo another one to play tonight on this rainy Friday night.
    1 point
  14. thanks clo and all cheers
    1 point
  15. Many thanks for this Clo.
    1 point
  16. Superb, the lighting looks amazing fella ;). J
    1 point
  17. This looks amazing. Just having a ceiling and walls made it feel more real, but the lighting is next level.
    1 point
  18. Wow! Absolutely awesome..
    1 point
  19. I think so, I see similarities between various cabs I've looked at so far, like the Roll top / 'non-roll top', which I suspect are the same but one has the roll top coin stuff on top - good news for me as less 3d modelling to deal with
    1 point
  20. It's the build Dx02_15jp from the legacy section
    1 point
  21. Thanks man, those cabinet measurements will be very handy Getting video + lamp based machines is a bit further down the line (probably after I've got 'pure' video machines running, like MAME video games). But should be possible, I did get a pacman (with a 1 frame delay) running from an early test ages back. I've added you to the cabinet modelling section of my todo list. Had a look on youtube, and from what I can see it doesn't look like too complex of a cab, some nice simple straight edges on it
    1 point
  22. Version 1.0.0

    235 downloads

    Here's my photo based dx of hi lo silver, the photo's used weren't great so the dx isn't that great. Thanks to @infection @spa images @Reg for the classic and @dad for the cab advice and help. USE MFME V 20.1 ONLY.
    1 point
  23. Ideally you'd want to see the other machines animated lights reflected in the glass - this is going to be expensive (free with RTX). Realistically we're more looking at static cubemap on-the-fly - making a set of those in a grid across the arcade could then mean you see other machines reflected that are nearby, but they'd be static. Other options are like GTA5 distance lights, where you have blurred colored particles, and if you have neon lights around the ceiling you can re-render a reflection of those too. The colored particles could be tied to the lamps of the nearby machines, so it'd give an out-of-focus (but animated) effect. Another option is to render a camera for each glass - with this there'd be some time-saving techniques - identifying which machine glasses will actually capture the glass of another machine, and only do those. There's a lot of ways to do do the effect basically Again, it'd be a low priority as not required for playability... though the 'camera per glass for machine glasses that will reflect another machine's lamps from the current camera position' is probably not too long to implement (but would need a decent graphics card). It would be fully animated however, which is appealing Another option could be a shader to render second copy of any lamp... there's really a ton of ways to go about it...
    1 point
  24. Version 1.0.0

    152 downloads

    Here's a dx of a clubber from one of bellfruits earlier offerings which was a great game. This however I'm not so sure about, it doesn't seem to let you push it like the scorpion 2 version did. Anyway thanks to @dad for uploading the flyer @Reg for the base layout from his pdx & to the late great wizard for the new mfme. MFME V 20.1 ONLY, THANKS.
    1 point
  25. I saw this thread was 999 posts it would of been rude to scroll past and not make it a 1000 posts, Keep up the great work jp !
    0 points
  26. its funny people who made these games refuse and ignore my question like arcades and bingo halls turn the autoplay button off. Tell me or i will revoke my donation on paypal and close my account until people who made these games start telling people how to activate the autoplay button. If not, BYEEEEEEE
    -2 points
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