Jump to content

Recommended Posts

  • Content Provider
Posted

SILENT HILL (Future Pinball - BAM)

 

WORK IN PROGRESS

 

Screenshots - Nightmare Alley - Scene 1

 

Here's some in-game screenshots of the Nightmare Alley level. When you follow the little girl into the dark alley, the game changes from the foggy town of Silent Hill into the dark hellish Otherworld.

The game goes completely dark and you only have your lighter to see. It creates a small flickering light source that follows your ball around. When you explore the playfield, the upper section will rotate and reveal things such as a wheelchair and bloody table. You eventually see the girl and try to follow her. Instead of a little girl, you find a horrific sight of a gory corpse entangled in barbwire! Suddenly you hear the horrible screams of the Grey Children and the entire playfield lights up to reveal the decayed, rusty, and bloody Otherworld!

 

While the layout (at this point) is mostly the same, the visuals have completely changed to rusty walls and industrial metal / fencing / barbwire everywhere... strange fabric covering unknown things, and a hole revealing hellfire below the corpse.

 

You will need to escape the Grey Children and progress to the next level. You have no weapons(yet). All you can do is RUN.... and scream!

 

The neat thing about FP's dynamic lighting being combined with normal maps, is I can make something like the walls look decayed simply by changing the model's colour / specular / normal maps on the fly. So I make the normal (bump) map height level very high which makes it look more rusty / decayed... without needing to change the texture or model. This can be done in realtime dynamically as well to make it look like something is quickly decaying in front of you.

 

The video shows that pesky Lying Figure monster crawling around again... even though it's not in this section of the game. It just loves the spotlight!

 

I will eventually have full gameplay of the entire Nightmare Alley scene. Screenshots don't do it justice.

 

1.thumb.jpg.53fee71329c4cefdc551ba2c241d150b.jpg

 

2.thumb.jpg.8a2dd96b4573a800da9cc31aed5f9fbd.jpg

 

3.thumb.jpg.318cf5799264592e8070dd55ecd79ad9.jpg

 

4.thumb.jpg.bcf0a7ee31fad4819b35094de6df6164.jpg

 

5.thumb.jpg.b7382d5d4ef92c7199148b4a59536a58.jpg

 

6.thumb.jpg.285bf3249166a3e6dad3df20dd640da0.jpg

 

7.thumb.jpg.6cf494a956cc3f409e0fa24c1f90d79f.jpg

 

 

 

 

Posted

Hot damn! I thought MotU was peak Future Pinball, now Silent Hill just raises the bar even higher. This looks insanely cool @TerryRed!  Silent Hill was my absolute fave back in the PS1/2 days. Thank you for bringing this  to life 🤩

  • Content Provider
Posted

WORK IN PROGRESS - First WIP Teaser Video

 

The fear of nudge tends to create fear for the TILT!

 

After a long absence, I'm finally back to work on my fan-made Silent Hill virtual pinball game for Future Pinball-BAM! Much has happened since the last update I posted so long ago! The Silent Hill series is in a full revival. We've had the amazing Silent Hill 2 remake from Bloober Team, and we now have multiple new games coming out! Playing Silent Hill 2 remake gave me lots of new ideas and inspirations. So I completely rebuilt and redesigned Silent Hill pinball. Lots of new features and even more crazy ambitions than I had before. Some you will see in this teaser... but many you won't see until future videos.

 

This teaser video shows only bits of the first Scene (Nightmare Alley) and some of the new features. I'll have a full gameplay demo of the Nightmare Alley soon enough! I am loving how this is finally turning out!

 

 


 

  • Content Provider
Posted

 

Interface and Inventory Sounds - Modern and Classic

 

If there is one thing that fans of classic games love... its the in-game interface sounds for things like the inventory menu, picking up items, using an item, etc. Classic Silent Hill games have some very specific sounds used in most of their games. The new Silent Hill 2 remake retains some of the classic sounds, but also has great new sounds as well. I was torn what to use for Silent Hill pinball.

 

So... why chose? Instead I include both modern sounds and classic sounds for things like the menu and inventory, etc. The player can choose which one they prefer to use. Other parts of the game will have a mix of old and new sounds.

 

 

 

  • Content Provider
Posted

 

NEW! Nightmare Alley Gameplay!

 

This video shows the terrifying gameplay demo of the entire first scene (Nightmare Alley) from my fan-made Silent Hill pinball game!

 

Silent Hill Pinball is different than other pinball games. There are aspects that will change as you progress through the game's story. This includes the upper half of the playfield, the ramps, the bumper section, the middle open video display area, and more will completely change. The playfield layouts and appearance will change from the foggy town of Silent Hill to the hellish Otherworld.

 

You will need to fight horrific monsters, locate key items, manage your health and survive in order to find your lost daughter in the town of Silent Hill!

 

Longtime Silent Hill fans will recognize many items, sights, and sounds from the entire game series. I tried to add as many beloved things from the series as I could that means so much to me and many other fans. Some things are from the classic games, some are from newer games. This game follows the story of the 2006 movie while combining many aspects of the Silent Hill video games for the gameplay portions.

 

There is lots to see in this video... and this is just the START of the game.

 

There is more is to come with future updates!

 

This Youtube video is in 4K and has chapters.

 

 

 

Here is a 2K video for those who can't access Youtube.

 

 

 

  • Content Provider
Posted


WORK IN PROGRESS

Nightmare Alley Gameplay! (short)


This video shows some of the terrifying gameplay of the first scene (Nightmare Alley) from my fan-made Silent Hill pinball game!

This is a trimmed down "SHORTS" version of the longer gameplay video on my channel (which shows a lot more, and is in 4K).

 


 

Posted

HUOOOOO this is amazing, saludos desde Argentina, mi vpx es de gama baja, asi que tendre que hacer magia para que pueda funcionar esta mesa espectacular! jaja, o hacer un update de harware, abz y muchas gracias, estare atento para cuando se pueda probar!

  • Content Provider
Posted

WORK IN PROGRESS

 

New playfield layout #2 - blender render preview

 

Yes, you read that right, this is the second playfield layout for Silent Hill pinball. This game is different than all other pinball games, in that it changes it's playfield layout as you progress through the game. After you have escaped the Nightmare Alley in Scene 1, the game changes to this all new layout with different features that drastically changes the gameplay.

 

These images are Blender previews and not actual screenshots. The black areas are for light inserts, decals, etc. The underfield open area has a video display and multiple mini-playfields that move and change, and more.

 

This section of the game is fully working, but I need to now complete the progression / gameplay portions. Love the way this playfield plays so differently than the first. It's very flowy. :)

 

1.thumb.png.b63c2553f258b3bb618b53eed5c6775f.png

 

2.thumb.png.ce53018d7affcb12cfdbdfc394996442.png

 

3.thumb.png.84fc81072d9e89c263fa78e8a1954ee5.png

 

4.thumb.png.fc983f6b19584c89411064f0ed4b0b21.png

 

5.thumb.png.4bb15b9fc2e3a27847f4e8f336f9d429.png

 

 

  • Content Provider
Posted

 

New playfield layout #2 - in-game screenshots

 

This is the second playfield layout for Silent Hill pinball, at the start of "Scene 2 - Monster Mystery". This game is different than all other pinball games, in that it changes it's playfield layout as you progress through the game. After you have escaped the Nightmare Alley in Scene 1, the game changes to this all new layout with different features that drastically changes the gameplay. You'll also notice the OBJECTIVES inserts are all changed and different than what they were in Scene 1.

 

The Magna-post is similar to the newer Stern Godzilla magnet post, but with this playfield design it can dynamically change the direction of the ball in each direction coming from a few locations.

The Magna=Shot is enabled by the two action targets. When a ball hits it, then the Magna-Shot activates and traps the ball. You have 3 seconds to press launch/action which will fire the ball to the upper right VUK / ramp. This is the only way to make that shot.

 

The right orbit shot will make the ball travel to two hidden drop targets at the top of the playfield that, when hit, will make the ball fall into the red upper loop around the bumper, opening up access to the rest of the orbit shot. When both of the orange triangle inserts are lit, then the entire orbit shot is opened up, so you can now access the upper left hidden vuk and ramp.

The left lane shot will fire the ball straight up and dump it on to the left ramp.

 

All this combined makes for a very flowy layout with fun surprises and changes to the gameplay on the fly.

 

1.thumb.png.754e65265ed9599c7c6db58d60a4f741.png

 

2.thumb.png.b3e5025d8bfc575f029d056484ef826d.png

 

3.thumb.png.7d7d9bbf9f1137502e3b970fc0465f90.png

 

4.thumb.png.8b4ced27a0b873d26e08ebabb1ea15de.png

 

5.thumb.png.7397f761d7c7d6cba15f705ad7f00121.png

 

6.thumb.png.ddac967c4354190c45b17b8333ef9441.png

 

 

 

Posted

I am unreasonably excited about this table. I just got into vpin and your tables have been some of the most impressive and fun I've experienced. Following to make sure I don't miss it when it's finally done!

  • Content Provider
Posted

Return to Silent Hill

 

Official Teaser Trailer - Deep Dive!

 

Monsters, Wigs, and Fonts... oh my!

 

 

In this video, I break down the small details seen in the new Teaser Trailer for the upcoming Return to Silent Hill movie, coming in Jan 2026!

 

 

 

 

 

In this video I break down some of the details seen on the world building BTS video.

 

 

Posted

Sooo looking forward to this Future Pinball release - been soooo many great ones over the years, Star Wars, Robocop, MOTU, etc

 

The Indiana Jones Fortune & Glory one too (better than the VPX one imho) which leads me to question why more creators don't use FP for their table makes.  Is VPX easier to create on or maybe just what the creators are more used to?

 

To see what is possible on FP on your table creations blows the mind as I remember the early games, good, but these are at a different level.  Love the newer backglasses on MOTU for example too. (and Star Wars Death Star Assault)

 

Would you ever consider doing the same for the Indiana Jones & Robocop tables in any future updates, as they all have the little video screens on them (good as they are) or are they all put to bed now?

 

Good luck on finishing Silent Hill though

  • Content Provider
Posted
4 hours ago, FieryPhoenix said:

Sooo looking forward to this Future Pinball release - been soooo many great ones over the years, Star Wars, Robocop, MOTU, etc

 

The Indiana Jones Fortune & Glory one too (better than the VPX one imho) which leads me to question why more creators don't use FP for their table makes.  Is VPX easier to create on or maybe just what the creators are more used to?

 

To see what is possible on FP on your table creations blows the mind as I remember the early games, good, but these are at a different level.  Love the newer backglasses on MOTU for example too. (and Star Wars Death Star Assault)

 

Would you ever consider doing the same for the Indiana Jones & Robocop tables in any future updates, as they all have the little video screens on them (good as they are) or are they all put to bed now?

 

Good luck on finishing Silent Hill though

 

The main reason more tables are made on VPX is because 90% of all tables people play on VPX are rom based.... meaning they use PinMAME to emulate the real rom from a real machine. This means that PinMAME and the rom are doing 90% of the work for you (code, sound, music, dmd, lighting, etc) without you needing to do anything in that regard at all. Just recreate an already existing table in VPX and it links to the rom. This is a small amount of work compared to creating an all-new original table of any sort that requires you to make everything yourself. (no different than making a complete video game)

 

The disadvantage of VPX rom based tables is that you are also stuck with the rom, and you can't do anything new, or change the code, etc to update the game to have better code, gameplay, sound, music, etc. That's why some tables such as Indy can be much nicer on FP-BAM as its not stuck with the original rom like the VPX tables are.

 

You also need to have people who know how to do all the things required to make a complete game (without a rom). Finding someone who not only knows how to do those things, but also someone willing to take the many months of their own time to make it? There are few of those in both the VPX and FP crowd.

 

Regarding updates to PinEvent LITE tables? No idea. That's why they were only LITE updates as I'm very busy working on my own new games like Silent Hill (by myself) which takes a very long time to create.

  • 2 months later...
  • Content Provider
Posted

Silent Hill Pinball (Future Pinball - BAM)

 

Updated Combat: WORK IN PROGRESS

 

- second playfield (scene 2)

 

- new melee combat with two weapons
- new gun combat with gun, shotgun, rifle
- you can change your weapons (that you have available) in the Inventory Menu / kicker
- if a monster is bashed by the ball, combat is triggered
- you must make the correct choice with flippers (based on left or right flashing indicator)
- wrong choice, monsters attacks, you lose health (no balls, only health in this game)
- correct choice then combat starts with whatever weapons type you have activated
- when combat starts you have a limited time to make multiple attacks
- gun combat's aim is controlled with flippers, action to shoot (gun starts at random position)
- melee uses action to attack
- you can only attack when center flashes green
- when combat session is done ball is released

 

- monsters that crawl across the playfield can be killed by bashing them with the ball
- ball speed must be fast enough, and you need to hit them enough times before they are killed

 

- you can choose the have dynamic camera that moves to get closer to action (desktop mode only)
- you can have an iron sights view for gun combat (desktop mode only)
- you can keep your views always static if preferred
- new settings menu on the Inventory DMD allows you to change lots of different settings during gameplay

 

- health targets trigger Health Drink for a limited time
- when syringe is activated its also for a limited time
- to collect either item, you must shoot the ball into inventory kicker before their time runs out (shown under each insert)
- you can collect and stack health items
- you can use your health items in the Inventory Menu at the Inventory Kicker to restore health (if health is drained, game over)

 

This is still early in the game, and there is much more work to do!

 

 

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...