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Found 6 results

  1. Version 1.0.0

    70 downloads

    We all hate scripting. In fact most people (like 99.99 % of the entire planet) when they look at a bunch of code, find it so intimidating and complex that they won't even try. Others just don't even have the time to learn how to script, it's months of study and learning. The biggest problem with Future Pinball (and especially VPX now) is the scripting, it was always the scripting, and will be the scripting in the future. The FPx template is designed to replace the stock New Table template in Future Pinball. This one will be aimed right at beginners, in fact, with luck, it may work exactly like the Pinball Construction set. This not only fixes the bugs and incompleteness of the New_table template, it also adds more features that every beginner would want, and then presents it in such a way to make it as easy to use as possible. It is so easy to mess up a script, especially the high level code of a scoring and logic template. Even advanced coders can mess up pretty easily, because all the code is MIXED IN together. FPx divides the script in to 2 parts, with the first part a user section, and the second portion the actual engine. The engine contains "Hooks" to the user section, this allows just about everyone to make simple changes without needing to touch the engine at all, and yet be able to use one of the most powerful, full featured engines available for Future Pinball. The FPx template is designed for those who want to get their feet wet with scripting, and yet has all the power and features for Intermediate coders to use. This template was written using zed physics 64 bit exe, as opposed to the stock futurepinball.exe, as part of the unified FP installer system shortly available with BAM included. Here's a list of features: ' 4 players support ' Bonus count up to 159, bonus multiplier up to 15x ' Replaced tilt system with a custom plumb bob tilt setup ' Added Variables for easy settings. balls per game, bonus, replay scoring etc ' 2 ball multiball ' Player memory system that requires typing in one line of code per light ' ball save, extra ball, special and jackpot support ' Complete routines included for all aspects of arcade tables, from power up, light Attract mode to a match feature ' Initialization, Light Attract, Match routines all ready included ' easy control of lights for Light Attract and game play, no typing required ' Pause key plays tune ' 9 element x4 translight display, Hud display x2 A.N.D. (Alpha Numeric Display) to support up to Williams System 11 ' HUD display can be hidden or shown using the default HUD key set in the editor (Usually the tithe key, just below the esc key) ' Pre-set unified Bally type scoring ' Debug system variable for code testing in place. press F9 key at editor. Also writes to text file during debug mode to track code ' Special HUD displays for debug mode, shows bonus etc ' background music support ' Solid State and A.N.D. support HUD display ' Preset feature scoring Extra ball/Special etc with just one line of code ' Easy Beginners Fail safe system. All access needed for easy modification of the engine in ONE place without needing to touch the engine code ' You can add/remove/replace lights, sounds, change the display, adjust timers etc through this one setup ' Code is heavily remarked, and teachs you new methods as you work your way down the hit code ' Engine is fully automated as possible, so no need to touch the engine code, no rocket science degree needed. ' A brief tutorial is included in the script, at the very bottom
  2. theGhost787

    Pabst Can Crusher

    Version 1.0

    229 downloads

    Pabst Can Crusher table made by shawna, plastics, sound, and scripts by ghost. Game is simple. Only 8MB zipped file. Game has been tested for a few hours. Should play fine. If ball sticks try space bar. Should not have any ball sticking. Free to mod, add to, or whatever.
  3. theGhost787

    Magic Girl

    Version 1.0

    245 downloads

    Magic Girl 1.0 for future pinball. table by shawna. plastic, scripts, and sounds by ghost. Free for upgrades. Version 1.0 includes green magic ball for double score. 2 ramps. DMD, Hologram and lighting. Soundtrack from Soundcloud. Enjoy the game.
  4. theGhost787

    panthera

    Version 1.0

    54 downloads

    Granit built this table. Game plays good. This is version 1.0 Ghost did plastics, music, sound effects. Enjoy the game. Any updates or upgrades are free to mod. May need better scripts. corner logo provided by vpforums team. game includes photos for light decals. check game for more.
  5. Uploaded here, http://vpuniverse.com/forums/files/file/2894-shivaengine-4/ History: shivaEngine is part of the full install with Visual Pinball done by Cold1 and myself. It is labeled "Tutorial" in Visual pinball's full install, but it's included with the top gear table, so it's part of the standard package. A couple years later, I wrote shivaEngine2, which was aimed at the advanced user as a System 9 engine, and mid 80's Bally. It was very full featured, and could do just about anything even System 11 games could do in terms of a feature set. shivaEngine 3 was a middle ground, in that it had all the main features of se2, but using the modern scripting style of pre-made scripts with "hooks" inserted into the main engine. In it's own right, it is just as powerful as se2, and was designed to emulate all arcade games up to 1985 as perfectly as possible, without needing VPinMAME. There are 4 tables that used the se3 engine, Star Trek se3, Playboy se3, Kiss se3 and Power Play se3. The system is a modular concept, so you can in fact mix and match external scripts if you wanted to, setup took less than 5 minutes in most cases se4: The se4 engine builds on these concepts from before, but already, there are some major new features that are in place, with a lot more to be added. One of the biggest features of the xse engine is it will adds multiple preset scoring and control routines to standard objects and parts of a common table, (such as drop target banks, lanes etc) using a collection based system. Like the engine itself, this will contain multiple settings for each section, so there will be multiple types of scoring and routines capable for each section. But most importantly, there is a new menu system, that will allow you to adjust and set any of it's routines, settings, scoring, and rules while in game. In theory (and so far) there is no need to do any scripting at all! There are preset styles in case you don't want to change the settings yourself, and now a navigation and help menu that helps you in case you do. No more long text files that people don't read anyway in other words. As it Stands: At the moment, due to time, health and real life issues, se4 has stopped development. There are quite a few things that are missing from the table example, but lack of time prevents me from doing them, if ever. It would be such a shame though to waste this, as it could have such a dramatic effect on the community, and actually get a lot more people to make their own tables, so the table is out, and hopefully, people who do know how to script, and table devs, will step forward and help finish the engine. People who do can just contact me, I will help as much as possible, and still handle keeping track and organizing things, but to help, I have written a "to do" list as a guide of the things I had planned to add myself. Next planned version (beta 2) Keys and VBscript menus ' - In se4 b1, the system has a menu based system outline using display and text boxes. Though this does work, it's a bit clunky, hard to work with, and very inflexible. I am presently looking at alternate ways, that will give far more flexibility and ease of use. At the moment, the new menu will be more than likely HTA based, with far more options and capabilities. As well, it will be far more adaptable with changes caused by new releases of visual pinball. All work on the engine and example table will stop till a new menu system is done, so if there are people who want to add to the engine, hook up missing elements, or improve the engine, they can do so, as the work on the menu system can be completely seperate from the rest of the engine and table. Just submit the changed table to me, and I will incorporate the changes into future releases, with proper credit.
  6. Version Beta 1.1

    75 downloads

    History: shivaEngine is part of the full install with Visual Pinball done by Cold1 and myself. It is labeled "Tutorial" in Visual pinball's full install, but it's included with the top gear table, so it's part of the standard package. A couple years later, I wrote shivaEngine2, which was aimed at the advanced user as a System 9 engine, and mid 80's Bally. It was very full featured, and could do just about anything even System 11 games could do in terms of a feature set. shivaEngine 3 was a middle ground, in that it had all the main features of se2, but using the modern scripting style of pre-made scripts with "hooks" inserted into the main engine. In it's own right, it is just as powerful as se2, and was designed to emulate all arcade games up to 1985 as perfectly as possible, without needing VPinMAME. There are 4 tables that used the se3 engine, Star Trek se3, Playboy se3, Kiss se3 and Power Play se3. The system is a modular concept, so you can in fact mix and match external scripts if you wanted to, setup took less than 5 minutes in most cases se4: The se4 engine builds on these concepts from before, but already, there are some major new features that are in place, with a lot more to be added. One of the biggest features of the xse engine is it will adds multiple preset scoring and control routines to standard objects and parts of a common table, (such as drop target banks, lanes etc) using a collection based system. Like the engine itself, this will contain multiple settings for each section, so there will be multiple types of scoring and routines capable for each section. But most importantly, there is a new menu system, that will allow you to adjust and set any of it's routines, settings, scoring, and rules while in game. In theory (and so far) there is no need to do any scripting at all! There are preset styles in case you don't want to change the settings yourself, and now a navigation and help menu that helps you in case you do. No more long text files that people don't read anyway in other words. As it Stands: At the moment, due to time, health and real life issues, se4 has stopped development. There are quite a few things that are missing from the table example, but lack of time prevents me from doing them, if ever. It would be such a shame though to waste this, as it could have such a dramatic effect on the community, and actually get a lot more people to make their own tables, so the table is out, and hopefully, people who do know how to script, and table devs, will step forward and help finish the engine. People who do can just contact me, I will help as much as possible, and still handle keeping track and organizing things, but to help, I have written a "to do" list as a guide of the things I had planned to add myself. Next planned version (beta 2) Keys and VBscript menus ' - In se4 b1, the system has a menu based system outline using display and text boxes. Though this does work, it's a bit clunky, hard to work with, and very inflexible. I am presently looking at alternate ways, that will give far more flexibility and ease of use. At the moment, the new menu will be more than likely HTA based, as a dedicated webpage system, with far more options and capabilities. As well, it will be far more adaptable with changes caused by new releases of visual pinball. All work on the engine and example table will stop till a new menu system is done, so if there are people who want to add to the engine, hook up missing elements, or improve the engine, they can do so, as the menu system is completely seperate from the rest of the engine and table. Just submit the changed table to me, and I will incorporate the changes into future releases, with proper credit.
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