Dodge Ball (Original)

EM Original Table FP Dodge Ball (Original) v1.0

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Electro-Mechanical Machines
Future Pinball

meklek

Pinball Wizard
Joined
Jun 10, 2019
Messages
18
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10
Points
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Favorite Pinball Machine
monster bash
meklek submitted a new resource:

Dodge Ball - DodgeBall pinball based on Blues Brothers

Dodgeball is another re-skin style table based on the awesome BluesBrothers pinball from Rhenly which is a mod of Nitronimbus' mod of the Phantom table by DAZ. I changed the sounds and quotes, changed the graphics, and moved some lights around, but the core is still the BB table. I put together Dodgeball (as well as "The Campaign" and "Release The Beast") because my kids are bored while being stuck at home due to the virus and I needed something new and fun, quickly. That said, I will be...

Read more about this resource...
 
Thanks for posting here !
 
Thanks! I hope folks enjoy the game :D
 
Hi @meklek, make sure you create a resource icon, okay? That way users wiill see a custom thumbnail when browsing the resource lists. Otherwise your table icon will look like a big beautiful silver ball. Which is also nice, but...

You can use a screenshot to create the resource icon by editing the table entry. Thank you.
 
Last edited:
Meklek/Slicky
I have been wanting to try putting Skin Swapping tables all in one "table"
I may try that with yours and see how it works.

We can use this code to swap textures:
Code:
.SetTexture FPObjectName, textureName
    .SetEnamelTexture FPObjectName, textureName
    .SetPlayfieldTexture textureName
    .SetTransliteTexture textureName
    .SetCabinetTexture textureName
    .SetPosterTexture textureName

I describe how here:
 
Meklek/Slicky
I have been wanting to try putting Skin Swapping tables all in one "table"
I may try that with yours and see how it works.

We can use this code to swap textures:
Code:
.SetTexture FPObjectName, textureName
    .SetEnamelTexture FPObjectName, textureName
    .SetPlayfieldTexture textureName
    .SetTransliteTexture textureName
    .SetCabinetTexture textureName
    .SetPosterTexture textureName

I describe how here:

That's a pretty neat trick... I have two versions of The Campaign I might test it on as well
 
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