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Summary Inclusive GameWerks, a Colorado startup, has developed a hexagonal pinball controller with three buttons, offering enhanced accessibility for individuals with disabilities. Inspired by a founder's experience with spinal muscular atrophy, the controller is an important step for inclusivity in pinball. Quotes My thoughts It's really encouraging to see A) state funding for accessibility initiatives and B) otherwise regular people (not already working in the accessibility space) jumping into action when they see someone impacted. Seems like this group has been quite busy developing solutions for pinball machines, so maybe in the future they could use their expertise to expand into arcade cabinets with similar accessibility concerns. Sources Main article (Denver Post): https://www.denverpost.com/2024/01/23/pinball-inclusive-controller-disabilities-colorado-brewery-gamewerks/ Previous coverage (Chicago Parent): https://www.chicagoparent.com/parenting/special-needs/pinball-expo-special-needs/ Website for the Colorado Disability Funding Committee: https://disabilityfundingcommittee.colorado.gov Note: Looks like they have a meeting tomorrow (2024-01-26) that's accessible via Zoom if anyone wants to tune in. It appears their agenda is supposed to be public, but it's a Google Doc that's private at the moment. I sent them an access request letting them know it's not public.
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- accessibility
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I'm building a virtual pinball machine with my father during my semester break, if anyone has questions or suggestions feel free to comment. What I'm going for is basically a pinball machine, but with digital inputs and a pc in it to run simulation software. Instead of a playfield I'll be using a 4k, passive 3d ips tv, and old 32inch 720p ips tv for the backglass and a 22 inch monitor to simulate the dot matrix display. Ill also add headtracking via a 360 Kinect (so the playfield always the right viewing angle, I'm basically going for a hologram like feel coupled with the stereoscopic 3d), I might also add a tilt sensor and force feedback later on. For games Ill mostly use Future Pinball and Pinball FX2, I might also add some other arcade or racing games later. Ill recycle my media PC and put in a separate boot SSD for all the pinball stuff are, specs are: i7 930 @ 4.0 ghz 12gb corsair dominator ram 650w PSU 120gb ssd r9 280x vapor x 1 active DP 1.2 to hdmi 2.0 converter Parts List: pc: here anyway, build into the pinball machine as a drawer Playfield 4k3d tv: mounted Backglass TV: mounted DMD Monitor: mounted 3/4 inch mdf wood parts: Mostly mounted and sanded down 2.1 sound system: mostly mounted costum 90° circular polarized 3d glasses: done Arcade Buttons and controller board: mounted Bally Pinball Legs: mounted Metal down and sidebar: widebody downbar temporarily mounted Playfield and backglass tempered glass: Not ordered yet. Ball Plunger: Not ordered yet Coin door: On hand, frame is mounted LED lighting and controller board: Needs more leds, RGB baby Ventilation: installed Power Switch: installed Progress: Works + I have some tables configured the way I want to. Still bare and rough on the outside though. Next thin to do: Cut loudspeaker holes and install cover, install coin door, install nudge mechanism, add symbols to the buttons Some Pics of the cabinet: Update 10.02.17 Modified the cabinet, mounted the legs, some buttons, and the monitors, moved the pc + the sub inside the cab and got 4k 3d properly working in the Pinball fx2 arcade mode. After we moved the cab the old 32 inch backglass monitor stopped working. Maybe it got to hot, or it was old age, idk. Update 11.02.17: The 32 inch tv pulled a Lazarus on me and started woking again, I hope it stays that way. The basic functionality is working now....so I mostly spend my time playing instead of working :D. Here's a pic of pinball fx2 running on it. Update 14.02.17 The front end software is configured now, ill look into getting a metal frame and a playfield glass soon. Here's a little video showing off how it is configured atm. Update 15.02.17 Added some future Pinball tables and launch sounds for all games, with the right settings the Kinect tracking works very smoothly. Update 25.02.17: The coin door, down bar and led buttons arrived. I've cut up my old Antec 902 case and mounted my pc on rails in the back. Ventilation, led buttons and the coin door frame has also been installed.
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Im currently preparing to build a virtual Pinball machine (basically a Pinball cabinet with digital inputs, force feedback and a Pinball Simulator running on an LCD instead of an actual playing field, ive put an example below) and am still looking for a nice Tv/Monitor for it. Originally I was just going for a simple 4k ips tv, but after experimenting with sterioskopic 3d + head-tracking it seems like ill go the extra mile. Unfortunately 4k 3d tvs with hdmi 2.0 (60 fps) seem quite rare at that size (40-46inch to fit the cabinet). If anybody knows some models that might work it would be highly appreciated. Im looking for: ~4k Resolution 3d, preferably passive 3d with circular polarization hdmi 2.0 ( or some other 60fps, 4k input) low input lag (<50 ms) 40-46 inch size good viewing angles ~600-1000 Euro Price Point The only TV I could find for now is the PANASONIC TX-43CXW754 LED, its at the end of my price range though (1000 Euro), so it would be nice to have some other options. ohh and....build log coming up......at some point in the future I guess.
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We are programming pinball and have a problem with the event handling. Our intention is to call the mouseMoved() and later the keyPressed() method to move the paddle in the game. However, the compiler never access these methods. Mouse moved method: // Movement of the paddle when Mouse is moved public void mouseMoved(MouseEvent e) { System.out.println("Mouse moved!"); paddle_posX = e.getX() - paddle_width / 2; if (paddle_posX < 0 || e.getX() < 0) { paddle_posX = 0; } if (paddle_posX + paddle_width >= canvas.getWidth()) { paddle_posX = canvas.getWidth() - paddle_width; } } Here is the whole project code: http://pastebin.com/uzqYPnXK How can we access these event methods from drawFrame()?
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We are programming a game called Pinball. Our problem is that the Values from the class Brick() are not given over to the class Game() correctly (they contain the default values). Here are the important parts of the code: public class Game implements KeyListener, MouseMotionListener{ //Declaration of the variables //<editor-fold defaultstate="collapsed" desc=" Variables "> //<editor-fold defaultstate="collapsed" desc=" Scale Variables ">[...] //<editor-fold defaultstate="collapsed" desc=" Movement Variables">[...] //<editor-fold defaultstate="collapsed" desc=" Paddle Variables">[...] //<editor-fold defaultstate="collapsed" desc=" Brick Variables"> /** @[member=paramvir1320] brick_positionX Postition of Brick on the X-Coordinate */ private int brick_positionX = -1; /** @[member=paramvir1320] brick_positionY Postition of Brick on the Y-Coordinate */ private int brick_positionY = -1; /** @[member=paramvir1320] brick_lenght Lenght of the Brick */ private int brick_lenght = -1; /** @[member=paramvir1320] brick_height Height of the Brick */ private int brick_height = -1; /** @[member=paramvir1320] brick_isVisible Returns visibility */ private boolean brick_isVisible = true; //</editor-fold> public void drawFrame(int frame_drawSizeX, int frame_drawSizeY) { System.out.println("Entering drawFrame();"); //<editor-fold defaultstate="collapsed" desc=" Declaration and Definition of JFrame ">[...] //<editor-fold defaultstate="collapsed" desc=" JFrame Dynamic Scaling ">[...] //<editor-fold defaultstate="collapsed" desc=" Declaration and Definition of JMenu ">[...] //<editor-fold defaultstate="collapsed" desc=" Declaration and Definition of Brick List/Level "> Level level = new Level(); //</editor-fold> int delay = 40; //Milliseconds for delay ActionListener taskPerformer = new ActionListener() { //Run through this with delay @[member=override2299] public void actionPerformed(ActionEvent evt) { //Move the ball ball_posX += ball_deltaX; ball_posY += ball_deltaY; Brick brick = new Brick(); brick_positionX = brick.getBrick_positionX(); brick_positionY = brick.getBrick_positionY(); brick_lenght = brick.getBrick_lenght(); brick_height = brick.getBrick_height(); brick_isVisible = brick.getIsVisible(); //<editor-fold defaultstate="collapsed" desc=" *Brick Variables SOUT ">[...] game.repaint(); //<editor-fold defaultstate="collapsed" desc=" Ball: Frame Collision ">[...] } // Drawing objects class paintObjects extends JPanel { @[member=override2299] protected void paintComponent(Graphics g) { super.paintComponent(g); g.setColor(Color.BLACK); //g draws ball g.fillOval( (int) ball_posX, (int) ball_posY, ball_radius*2, ball_radius*2); //g draws paddle g.fillRect( (int) paddle_posX, (int) paddle_posY, paddle_width, paddle_height); //g draws bricks //<editor-fold defaultstate="collapsed" desc=" *Brick Variables SOUT ">[...] if(brick_isVisible == true) { //<editor-fold defaultstate="collapsed" desc=" *Brick Variables SOUT ">[...] g.drawRect(brick_positionX, brick_positionY, brick_lenght, brick_height); } } } In the class Level(): // For more information about this project visit the documentation folder!package Game;import java.util.LinkedList;public class Level { private int level_counter = 0; public void Level() { System.out.println("Entering the Level();"); LinkedList level_bricklist = new LinkedList(); Brick brick = new Brick(); switch(level_counter) { case 0:{ System.out.println("Adding Bricks to Level 0..."); level_bricklist.add(brick.addBrick(400, 30, 50, 50, true)); level_bricklist.add(brick.addBrick(500, 30, 50, 50, true)); level_bricklist.add(brick.addBrick(600, 30, 50, 50, true)); break; } } } public void setLevel_counter(int level_counter) { this.level_counter = level_counter; } } And in the class Brick(): // For more information about this project visit the documentation folder!package Game;public class Brick{ private int brick_positionX, brick_positionY, brick_lenght, brick_height; private boolean isVisible; public boolean addBrick(int brick_positionX, int brick_positionY, int brick_lenght, int brick_height, boolean isVisible) { System.out.println("Brick.addBrick();"); this.brick_positionX = brick_positionX; this.brick_positionY = brick_positionY; this.brick_lenght = brick_lenght; this.brick_height = brick_height; this.isVisible = isVisible; return true; } public int getBrick_positionX() { return brick_positionX; } public int getBrick_positionY() { return brick_positionY; } public int getBrick_lenght() { return brick_lenght; } public int getBrick_height() { return brick_height; } public boolean getIsVisible() { return isVisible; } } Here is the whole code in one file: http://pastebin.com/DQLGNNcj Our question is why it cant give us the needed values and how we can fix the code, thanks in advance
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We are programming pinball and have a problem with the draw of the objects in canvas. How it works: We get frame_drawSizeX and frame_drawSizeY from our Config Menu, and draw the Frame with it's basic contents: the menu bar and a panel canvas in which we want to draw everything of the game itself. public void drawFrame(int frame_drawSizeX, int frame_drawSizeY) { System.out.println("Entering drawFrame();"); //Create new GUI //<editor-fold defaultstate="collapsed" desc=" Declaration and Definition of JFrame "> JFrame game = new JFrame(); game.setType(Window.Type.UTILITY); game.setResizable(false); game.setSize(frame_drawSizeX, frame_drawSizeY); game.setLocationRelativeTo(null); game.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); game.setVisible(true); //</editor-fold> //Creates a menubar for a JFrame JMenuBar menuBar = new JMenuBar(); //Add the menubar to the frame game.setJMenuBar(menuBar); //Define and add dropdown menus to the menubar JMenu returnToMenu = new JMenu("Return to Menu"); JMenu pointCounter = new JMenu("Your Points: 0"); JMenu liveCounter = new JMenu("Remaining Lives: 3"); JMenu levelCounter = new JMenu("Level: 0"); //Make them visible: menuBar.add(returnToMenu); menuBar.add(pointCounter); menuBar.add(liveCounter); menuBar.add(levelCounter); JPanel canvas = new JPanel(); game.add(canvas); canvas.add(draw); draw.repaint(); } Then we start with drawing the needed objects. //Creates the Object canvas drawObjects draw = new drawObjects(); If we run this program through, it launches without any problems but doesn't display any Objects which should be drawn by entering drawObjects() - Yes, it enters paintCompnent(). // Drawing objects class drawObjects extends JPanel { @[member='override2299'] protected void paintComponent(Graphics g) { System.out.println("Entering paintComponent();"); g.setColor(Color.BLACK); //g draws ball g.fillOval(ball_posX, ball_posY, ball_radius*2, ball_radius*2); //g draws paddle g.fillRect(paddle_posX, paddle_posY, paddle_width, paddle_height); } } But we want to draw it permanetly, so a while(true) must be programmed in drawFrame(): while(true) { canvas.add(draw); draw.repaint(); } However, since this while(true) is implemented, the program doesn't even draw anything if you start it! Instead of the normal UI with a Menu, it displays the Frameborder and a white background. Our question is how can we solve this problem? Here is the whole code: http://pastebin.com/izC536Td
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We are programming Pinball and need your help: Our program doesn't return the values of level_bricklist. run:Entering the Level();Adding Bricks to Level 0...Brick.addBrick();Brick.addBrick();Brick.addBrick();brick_positionX = 0 brick_positionY = 0 brick_lenght = 0 brick_height = 0 brick_isVisible = truebrick_positionX = 0 brick_positionY = 0 brick_lenght = 0 brick_height = 0 brick_isVisible = true[...]Entering the Level();Adding Bricks to Level 0...Brick.addBrick();Brick.addBrick();Brick.addBrick();brick_positionX = 0 brick_positionY = 0 brick_lenght = 0 brick_height = 0 brick_isVisible = truebrick_positionX = 0 brick_positionY = 0 brick_lenght = 0 brick_height = 0 brick_isVisible = true[...]brick_positionX = 0 brick_positionY = 0 brick_lenght = 0 brick_height = 0 brick_isVisible = trueBUILD SUCCESSFUL (total time: 11 seconds) Further information: http://pastebin.com/aNhymNVW Thanks in advance
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- java
- linked list
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