Future Pinball contiene código de NanoTech Entertainment compatible con el controlador Pinball Wizard
Muchas gracias a Matt Ellis, Leon Spalding, Paul Wright,
Julio Jerez, Richard Dadd, James Widmark (R.I.P.), Frank Freund
y Steve Ritchie por su ayuda en probar y mejorar Future Pinball
con sus aportes y sugerencias.
Bienvenido y gracias por descargar Future Pinball.
Future Pinball es un sistema de desarrollo de Pinball en tiempo real. Te permite diseñar y jugar tu propia simulación de pinball en True real time 3D. Utiliza la Física avanzada para proporcionar la mejor simulación posible de una máquina de pinball real.
Las tablas se crean a partir de componentes estándar (plásticos, clavijas, paragolpes, luces, etc.) que se colocan en el campo de juego a través del editor. Los objetos como Superficies, Luces y Cauchos se moldean dentro del editor y se generan en tiempo real cuando se reproduce la tabla. Otros objetos (Bumpers, Flippers, Gates, Triggers, Targets, etc.) usan modelos 3D prefabricados (de los cuales hay una buena selección de cada tipo).
La lógica de la tabla tiene un guión en Visual Basic Scripting (a través de las Microsoft Scripting Technologies integradas en Windows XP). El scripting está diseñado para ser simple pero lo suficientemente flexible como para permitir la creación de una gran variedad de juegos originales.
Como Future Pinball es un programa de construcción de juegos, contiene algunos conceptos avanzados que pueden requerir un poco de tiempo (y paciencia) para aprender y comprender completamente (como los conceptos de gráficos y secuencias de comandos). Si este manual no puede ayudarlo, no dude en preguntar en los foros de soporte Future Pinball (www.futurepinball.com/~forum)
Este manual debe ayudarlo a aprender los conceptos básicos del programa, cómo funciona cada objeto y brindar consejos sobre cómo crear sus propias tablas. Disculpe cualquier error de ortografía / gramática. Algunas de las capturas de pantalla se han tomado con Windows Vista y la otra mitad bajo Windows XP, por lo tanto, un aspecto ligeramente diferente.
Editor Overview
This part of the manual provides a simple overview of the main editor and the functionality of the various parts on the main window. For more detailed help on using the editor refer to the Editor Functionality part of the manual (link)
When you first run Future Pinball, it will open up the Editor in a blank state (i.e., no table has been loaded). At this point most of the buttons and menu times are disabled. Only loading an existing table or creating a new table is allowed. You can also change the default settings Future Pinball under the Preferences menu.
Loading one of the Demo Tables (File / Load) that comes with Future Pinball will activate all of the controls and display something similar to the following picture (of course the main table design will be different depending on what table you have actually loaded)
The Editor is made up out of the following major components:
Top Menu Bar
This Section Describes the Menu options available to the Table Editor.
File
New (or Control + N)
Will Create a New (mostly blank) table for you to start working with. The New table also comes with a simple but generic script which help you create a game with up to 4 players, A bonus system and Tilt and High score support. This generic script provides an excellent starting frame work for your table.
Open... (or Control + O)
Will Open up an existing Future Pinball Table. A standard windows File Requestor will ask you for the table file name to load. Future Pinball tables have the file extension of '.fpt'
Close
Will Close the currently active table. If the table has been changed but not saved, the editor will ask if you wish to save the table.
Save (or Control + S)
Will Save the currently active table back to disk. If you have created a new table (and thus it hasn't been saved to disk previously), Future Pinball will ask you for a file name to save the table to.
Save As...
This allows you to save the currently active table under a new file name.
Table Launcher (or F4)...
Brings up a table loader which acts as a mini front end allowing you to view all of the tables in the Tables\ sub-directory. For more information see the Table Launcher section of this manual. (link)
Generate Blueprint...
Allows you to generate a Blueprint of the currently loaded table. For more information see the Blueprint section of this manual. (link)
DMD Font Editor...
Allows you to edit and create DMD Fonts for use with the DMD Display object. For more information see the DMD Font Editor section of this manual. (link)
Resource Library Editor...
Allows you to edit and create resource libraries for your table. For more information see the Resource Library Editor section of this manual. (link)
* Recent File List *
This list show the last 10 tables which have been loaded. this allows you to load a recently loaded table without having to go though the windows file requestor each time. You Can use keyboard shortcuts ie 'Alt F 1' to load the last loaded table (the first entry in the recent file list).
Exit
Will exit the Future Pinball Editor. If the any of the current tables have been changed but not saved, the editor will ask if you wish to save each table.
Edit
Select All (or Control + A)
This will select all objects in the current view of the table editor workspace.
Find (or Control + F)
This will bring up a simple find dialog that will allow to to find an object on the table (obviously you will have to know its name). If the object is found then it will be automatically selected.
Undo (or Control + Z)
This will undo any changes you have made. Pressing this repeatedly will continue to undo your changes.
Copy (or Control + C)
Will copy the selected table objects into the clipboard (A Temporary storage location).
Paste (or Control +V)
Will Paste the contents (if any) of the clipboard onto the current table.
Paste (or Delete)
Will Delete the currently selected object from the Table.
Script...
Will open up the Script Editor. Refer to the Script Editor chapter. (link)
Table
Table Info...
Will open up the Table Information Dialog which allows to define generic information needed by the table, such as the author, table name, initial High Scores. For more information see the Table Information Chapter (link).
Texture Manager...
ewWill open up the Texture Manager which allows you to import images into your table which can then be mapped to the various table components. For more information see the Texture Manager Chapter (link).
Sound Manager...
Will open up the Sound Manager which allows you to import Sounds into your table which can then be played via script commands or on request of objects. For more information see the Sound/Music Manager Chapter (link).
Music Manager...
Will open up the Music Manager which allows you to import Music files into your table which can then be played via script commands. For more information see the Sound/Music Manager Chapter (link).
Model Manager...
Will open up the Model Manager which allows you to import specially created Future Pinball Model files into your table. For more information see the Model Manager Chapter (link).
Font Manager...
Will open up the Font Manager which allows you to import specially created Future Pinball DMD Fonts into your table. For more information see the Font Manager Chapter (link).
Image List Manager...
Will open up the Image List Manager which allows you to create Animated Image Lists that can be used with the Overlay object. For more information see the Image List Manager Chapter (link).
Light List Manager...
Will open up the Light List Manager which allows you to create Light Lists needed by the Light Sequencer object. For more information see the Light List Manager Chapter (link).
Play Table (or F5)
Will start playing the current table.
Play Table with Debug (or F9)
Will start playing the table but will also display the Debug Window which displays any text given to it via the AddDebugText script command. For more information see the Global Scripting Commands Chapter (link).
Preferences
Editor Options...
The Editor Options allow you to tweak what information the editor gives you when you click on object. It also allows you to define the colours used to render the table in the editor to suit your own preferences. For more information see the Editor Options Chapter (link).
Game Keys and Controls...
Opens the Game Key (and Controls) Preferences dialog which allows you to redefine what keys are used to control the game when the table is played. For more information see the Game Keys and Controls Chapter (link).
Video / Rendering Options...
Opens the Video and Rendering Options Dialog which allows you to specify the screen options used to render the Table (in the Game Player) and what sort of level of detail to put into that render. For more information see the Video Options Chapter (link).
Window
Tile
Currently Unsupported.
Window / Table
Lists the Table(s) which have been loaded into the editor. Future Pinball allows multiple tables to be loaded at once. Useful if you wish to copy elements from one table to another. The currently active table is marked with a tick. To change tables, select the name of the table desired to be the current table.
About
Open Manual.. (or F1)
Opens this manual.
Future Pinball Support Forums.. (or F1)
Will launch your internet browser and go to the Future Pinball Support Forums where you can ask other table designers and users of Future Pinball questions or look for new tables to play.
Get More Tables to Play...
This will bring up the following dialog which loads a RSS feed from http://fprelease.free.fr/ which shows the latest 50 tables released for Future Pinball aswell as table information, release date, rating aswell as a screen shot of the table.
Clicking on a table in the table will display the details about that table. Clicking on Find out more and Download Table will go to http://fprelease.free.fr/ where you can download the table. Clicking on View the Top Rated Tables will change the listing to show the top rated tables.
Reload Rss Feed will manually reload the RSS feed although this will be updated every 7 days automatically.
Many thanks to LvR and Moog for there support of Future Pinball and for the work that they do in supporting the community.
About..
Will open the About box dialog display the credits for Future Pinball.
Left Control ToolBar
This is the main control toolbar for Future Pinball. It contains the following Buttons:
Select
The Select Button will change the mouse Cursor to an Arrow allowing you to click on Table objects to make them active.
Magnify
Changes the Editor Mouse Cursor to the Magnification Glass. This allows you to zoom in (via the left mouse button) and zoom out (via the right mouse button) of the Table Editing Workspace.
Play Table
Will start playing the current table. Refer to the Playing a Table chapter. (link)
Script
Will open up the Script Editor. Refer to the Script Editor chapter. (link)
Table
Will change to the Table Workspace View. This allows you to edit and place objects which are attached to the playfield.
Translite
Will change to the Translite Work Space View. This allows you to edit and place objects which are attached to the translite (the backbox).
Layer Selection Buttons
They layer buttons allow to toggle which layers are displayed on the Table Editor Workspace.
Future Pinball support up to 10 Layers which every object can be assigned to. This allows you group similar objects to a specific layer. For example. Assigning all Surfaces to say Layer 2 will then allow you to click one button (the Layer 2 Button) and toggle displaying them or not allowing instant access to editing the objects underneath. This is also very useful to limiting what information gets exported when a Blue Print is created.
Holding down SHIFT when selecting a layer will turn off all other layers.
Future Pinball will remember which layers have been selected (or not selected) each time you run Future Pinball.
Layers only help in the editing process and are not used for Playing (or Rendering the table). For more information on Layers refer to the Editor Functionality chapter (link).
Table Editing Workspace
The Table Editor Workspace is where you will be working when developing a Future Pinball Table. It show all the objects on the table and allows you to click on each object to edit it. (change a property or move it around a bit). For more information refer to the Editor Functionality chapter (link).
Bottom Table Component ToolBar
The Table Component Toolbar contains all the object types that can be placed onto the Table workspace. These a grouped together into similar categories (ie as pictures any object which help guide the ball will be in the guides category). The Icon system in Future Pinball will stack all the sub-object vertically up the screen. (The bottom icon will have a little arrow on it if there are sub-items for this category).
Clicking on the object button you want will change the mouse cursor to a crosshair. You can then place that object onto the table by clicking the left mouse button at the location on the table workspace you want the object. You can then edit the properties of that object.
Object Property Dialog Window
The Object Property window displays the properties available for each object. the layout of this window changes from object to object but there are many common elements that most objects use.
Clicking on a table object will display the properties for that object. If the Editor window size is smaller than what is required, a scroll bar will be placed to the right of the property window to allow you to scroll it up and down (the Bumper Object will most likely do this)
In general the properties will only allow the correct range of data to be put in and will stop you from inserting silly values.
For more information about the use of the various object properties and how they effect the selected object, please refer to the relevant section of this manual depending on which object you are using.
Bottom Status Bar
The Status bar shows the current cursors position over the current table. These numbers are in Millimeters (the scale used by Future Pinball) are based from the Top Left of the Playfield. The Status bar also shows the current Zoom Level.