2 Player Customizable Pinball

* complete customizable for creators (make own pinball game with own graphics and sounds)
* 1 or 2 player (points statistics)
* disturbers generator (every play looks different)
* multi level play (new level after getting enough points)
* animated backgrounds
* dynamic sounds (based on hit strength)
* disturbers react with ball (they kick ball and allow to make combo hits)
* unlimited play (50% more points required after every last level)
* type of points: current, next (required to next level), record (best points in one try), all (total points)
* ball physic calculations based on any bitmap graphics (not best precision because of low resolution)

WARNING! TRY BEFORE BUY.
This game requires good processor and graphic card, because IMVU 3D calculations may slow down ball movements.
Note also that this is NOT PROFESSIONAL pinball (because of low cost to the needed work), but UNIVERSAL ENGINE for making SIMPLE PINBALLS based on ANY BITMAP GRAPHICS.
MADE FOR FUN ONLY!

* TRY IT *

HOW TO MAKE OWN PINBALL
You have to create pinball.txt file, copy content from example below, change it for your needs and copy with other files you use (graphics and sounds) into assets in creator (its second icon with folder on top of screen).
LETS TRY TO MAKE SOME SIMPLE EXAMPLE (STEP BY STEP TUTORIAL)
1 - copy pinball.txt content (you can find it below), open notepad, paste it there and save as pinball.txt file
2 - now we will create our new backgrounds for all three levels. create three 240x300 jpg (80% quality is recommended) files with your favorite film, game, music band or other theme. we will name it in our example as level1background.jpg, level2background.jpg and level3background.jpg.
3 - after we prepared new background graphics, we modify following things: in section [1] which are settings for level 1, we change background=bg1f1.jpg,bg1f2.jpg,bg1f3.jpg to background=level1background.jpg, in [2] background=bg2f1.jpg,bg2f2.jpg,bg2f3.jpg to background=level2background.jpg, and in [3] background=bg3f1.jpg,bg3f2.jpg,bg3f3.jpg to background=level3background.jpg
4 - save notepad changes, copy pinball.txt, level1background.jpg, level2background.jpg and level3background.jpg files to assets in creator (its second icon with folder on top of screen), click apply and sit on dot to see changes. congratulations, you did your own theme for pinball. same way you can change any other graphics in your game.
5 - ok, now we can try to do something else. we will add two more levels. prepare another two backgrounds and name them level4background.jpg and level5background.jpg.
6 - go to the end of file in notepad and add following four lines (and remember to save):
[4]
background=level4background.jpg
[5]
background=level5background.jpg
7 - copy pinball.txt and both new backgrounds to assets in creator like you did before and test your changes.
8 - ok, we have 5 levels, but lets try make them a little more difficult. all levels inherit settings from previous, so our level 4 and 5 requires 40 points (ball hits) to next level like it was set in level 3 section. to change it, edit last four lines to following (and remember to save):
[4]
background=level4background.jpg
next=50
[5]
background=level5background.jpg
next=60
9 - again copy changed pinball.txt to assets in creator and test like before. you can add more levels same way, as much as you like.
10 - changes we made should be enough for most creators. its fast and simple way to create pinball with own theme. if you want more, read next steps.
LETS TRY MORE (FOR CREATORS THAT WANTED MORE)
11 - ok, now we will change much more graphic elements. prepare some of following which u would like to change: statistics background (20x300 newstats.jpg), walls (240x300 newwalls.png - save graphic file from GRAPHIC ELEMENTS on bottom of this tutorial, open in your graphic program, copy first 240x300, use them as preview when you make your own walls and remember to keep transparent background for ball movement), three different convex look circle disturbers (20x20 each with transparent background circle1.png, circle2.png, circle3.png), three disturber hit different sounds (dhit.mp3, dhit2.mp3, dhit3.mp3 which are mp3 encoded audio files - 44100 kHz, 64 kbps, mono quality is recommended) and three flipper hit different sounds (fhit.mp3, fhit2.mp3, fhit3.mp3).
12 - after we prepared things to change, lets do it. to change statistics background, edit statistics=stats.jpg to statistics=newstats.jpg. to change walls, edit walls=walls.png to walls=newwalls.png. to change disturbers, edit disturbers=disturber1.png,disturber1.png,disturber1.png,disturber1.png,disturber1.png,disturber2.png,disturber3.png,disturber4.png to disturbers=circle1.png,circle1.png,circle1.png,circle2.png,circle3.png (we added circle1.png three times, cause in our example we wanted it to appear more times than others). remember that new disturbers will be used level 1 only, so u have to edit them also in other level sections or remove disturber lines from there if you want use same them in same configuratino for all levels. to change sounds, rename it extensions from mp3 to sfx first, and then edit disturberhit=disturberhit.sfx,disturberhit2.sfx,disturberhit3.sfx to disturberhit=dhit.sfx,dhit2.sfx,dhit3.sfx and flipperhit=flipperhit.sfx to flipperhit=fhit.sfx,fhit2.sfx,fhit3.sfx. on every hit, random sound will be used (with volume based on hit strength if dynamicsound is still set 1). remember that you can use different sounds for every level if you want (just add similar lines with different configurations to other levels sections).
13 - some more information. you can use every setting different for every level. you can prepare animated backgrounds. just prepare every frame (3 are recommended) and separate it by commas (like in example: background=bg1f1.jpg,bg1f2.jpg,bg1f3.jpg). also, its possible to make own disturber map, if you want to keep it own, not made by generator (just prepare 240x300 png file with transparent background and keep 20 pixel margins from walls and between disturbers). If any problems, feel free to contact me! =)
pinball.txt (copy this content to notepad, follow instructions and edit for your needs)
### LEVEL INFORMATION
[1]
# level section (name only for own information)
# next levels will inherit settings from previous, if not set
### TABLE GRAPHICS
background=bg1f1.jpg,bg1f2.jpg,bg1f3.jpg
# 240x300 background graphics filename (jpg with 80% quality recommended)
# for animations, use commas to separate frames
# to make animation slower, write every frame more times
walls=walls.png
# 240x300 walls graphics filename (must be png with transparency)
# minimum wall size should be 10x10
# totally transparent pixels will allow ball to move
disturbers=disturber1.png,disturber1.png,disturber1.png,disturber1.png,disturber1.png,disturber2.png,disturber3.png,disturber4.png
# 20x20 or more disturbers graphics files (must be png with transparency)
# generator will prepare random and ball safe positions
# to make some disturbers appear more than others, just repeat their names
# if you dont want to use generator but create own disterbers map
# make 240x300 png file with 20 pixel margin between disturbers
### MORE GRAPHICS
tunnel=tunnel.jpg
# 20x300 background for ball start tunnel (jpg with 80% quality recommended)
statistics=stats.jpg
# 100x300 background for statistics (jpg with 80% quality recommended)
ball=ball.png
# 14x14 ball graphics (must be png with transparency)
flipperleft=flipperleft.png
# 40x23 left flipper graphics (must be png with transparency)
# from top left corner to bottom right with angle of 30 degrees
flipperright=flipperright.png
# 40x23 right flipper graphics (must be png with transparency)
# horizontal reflection of left flipper
launcher=start.png
# 20x40 balllauncher graphics (jpg with 80% quality recommended)
### SOUNDS
ballnew=ballnew.sfx
# new ball sound (after ball lost and before ball launchers throw)
# mp3 encoded audio file (44100 kHz, 64 kbps, mono quality is recommended)
# extension should be renamed to sfx
# for random sounds, use commas to separate them
ballthrow=ballthrow.sfx
# ball launcher throw sound
wallhit=wallhit.sfx
# wall hit sound
disturberhit=disturberhit.sfx,disturberhit2.sfx,disturberhit3.sfx
# disturber hit sound
flipper=flipper.sfx
# flipper sound
flipperhit=flipperhit.sfx
# flipper hit ball sound
balllost=balllost.sfx
# ball lost sound
### SETTINGS
next=20
# number of points (disturbers hits) to next level
density=40
# ratio of disturbers appearance density (use values from 20 do 100)
# higher value will increase generator probability to use more disturbers
dynamicsound=1
# 1 will adjust sound volume to hit strength
# 0 will use original sound volume
color=0xE0E0E0
# font color for statistics (HTML standard)
[2]
background=bg2f1.jpg,bg2f2.jpg,bg2f3.jpg
disturbers=disturber1.png,disturber1.png,disturber1.png,disturber1.png,disturber2.png,disturber2.png,disturber3.png,disturber4.png
next=30
density=80
[3]
background=bg3f1.jpg,bg3f2.jpg,bg3f3.jpg
disturbers=disturber1.png,disturber1.png,disturber1.png,disturber2.png,disturber3.png,disturber4.png
next=40
density=100
GRAPHIC ELEMENTS (you can copy any element and edit for your needs or use own)

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