Boom. Awesome. And then it can bounce around up on top of there. Easy peasy. That's also how we'll put flippers and stuff up there. Okay plunger don't worry about spinner. you have to have a million of these or I don't like you so spinner click it there's your spinner actually that easy and much like the pop bumper if you wanted a spinner sort of up top here you would just select the surface which is wall zero zero one now it's going to be up top you can change the rotation of it you can change how long it is so if it's like a super long spinner and then if you hit play you will have the spinners up top see big boy down there and the bracket you could turn on and off but spinners again are ready to go now what's cool about this is these all have hit functions so whether or not you told it to do something this game's registering that that's spinning and you can associate that with something that happens in the code like turn a light on or uh you know activate something we'll get into the code of that in just a second timers we're not going to really worry about triggers are your switches your rollover switches so by default this is a rollover this line right here is the rollover switch but if you let's see copy this there's different kinds of rollovers there's even star rollovers everyone loves star rollovers and you'll see that these are currently like in the in lane here. They did a lot to try to help you with the Italian bottom feel so you could just stay up here and design what you want. But again you associate what surface this is gonna be on. So if we wanted this on the upper play field here we could change it or by default it's down below. Wire thickness, rotation, you're gonna have to make sure your rotation is right like if you wanted it up here because the ball can't hit the side of a rollover like that. Kickers are pretty cool Put a kicker in there and by default again this program is trying to help you out as much as possible So there the hole The ball falls in there Now it just waiting for a command to do something with it Is it going to kick it out? What direction is it going to kick it out? How hard is it going to kick it out? Does it hold it and fire another ball into the shooter lane so that you can start a multi-ball? Now what's cool about that is on the example table, they've done that for you. so you can go in and sort of like peek at the code to know how to do this but you see how there's a saucer right here it will hold the ball kick another ball into play and then once you get that in there you now have a multi-ball so this example table has a lot of great stuff in it to help you get started with just some of the basics of coding especially like switches turning lights on etc etc targets obviously you're going to have a million of these your first click automatically puts a drop target down. And again, the drop target will work as intended. It will be up. When you hit it, it will fall. But there's several different targets in here that you could choose from. Like, uh, like old, like, I don't even know how old, uh, is that like an old Gottlieb, super slim, but thick target. You got your standard round targets. Um, let's paste a couple of these in here so you can see what's going on. So it's round, rectangle, Let's see, copy pasta. So you can click on something, but if you want multiples, just drag a little lasso around it and you can move it around. This one could be... We'll make this the drop, so you can actually see what happened. Drop target, simple. Boom. Alright, let's hit start. Overplay. Waiting for it to go. Alright, hit it. hit it see the drop goes down and the targets react as they should the reason everything's pink pink is sort of the default color it's saying like this item's here it's ready to go but there are no textures or materials associated with it so you see we got the roll over here got the star roll over this control gate all right so that's targets next we've got lights now lights are pretty cool. It will by default just make a round circle. Cool. Over here are all sorts of fun light settings that you're just gonna have to play with to feel it out or find an example table where you know what looks good and then you use that color. You know you choose make it red, you can choose if it's like a bulb, if it's an image, the surface that it's on, the state that it defaults to, and the example table again does a really good job of giving you something to mess with here. That's what all these little red circles are. So here's one, falloff 20, falloff power 2, it's gonna be red, get in here, and you can see the light up top right there, and then when you roll over it lights up now you need to tell this light to light up with a with an event so for instance we'll take this light it's called light zero zeros one okay awesome very original then we'll take this target and we say we want this target to light this light right this is called target zero screw this we'll take target zero zero one just so it's not confusing so So we'll go into script here and I've already put like a quick little thing in here, but just copy pasta some code off of the example table. And so our target is called zero zero one. Okay. And this is saying zero zero one hit event if, and the light was called light zero zero one, zero zero one, zero zero one. Okay. Here's what this is saying. target is hit if the light is on then turn it off else turn it on right so that's that's all this is doing that's all it needs to do we're gonna hit play the light should be off and then when we hit it with a ball it turns on and when we hit it with a ball it turns off that's the power of if if then else statements if it's doing this then do this else do the other thing so pretty straightforward if you had like a whole bank of targets a whole bank of lights just make sure everything's labeled and named appropriately and everything has a hit event so this spinner for instance we could say let's see what is this spinner called it's called spinner 001 copy so we could say instead of target hit we could say spinner spin all right okay that is called a syntax error spin so now that that's in there for every spin that this goes through this light is going to turn on and off boop boop boop boop boop boop boop boop boop boop pretty cool you do have pop bumpers with hits spinners with spins targets with hits obviously we turned that off anything that has like a hit event you can make it interact with something else pretty chill is there anything else i mean i think that's pretty much all you need to really start making a game is like lay out your shots put targets in front of things that you think would be fun things to shoot you can grab posts with rubbers on them so this is like a mini post with a rubber around it that is a these are lights so you can copy this and then say you know to protect this edge i want to put this mini post with a rubber so select this put it right there so the ball isn't going to just smash that corner and get destroyed a great way to stay organized in visual pinball is layers right here. So you'll see there's number one, two, number three, number four, number five. You can turn all these things off. So what a lot of people will do is they'll put, you know, all their ramps on one layer. So, you know, I want my ramps to be on layer six. Okay. So if I know my ramp is good and I don't want to see it because I'm trying to work on other stuff, you could turn six off. The ramp disappears in your editor, but it is still there. Even if all this is off, even if the whole thing is missing because you've turned off all the layers, when you hit go, it will be there ready to work. It's a great way to stay organized and you're not clustered up when you're trying to work on stuff. You know, if you only wanted to work on the ramp, turn on layer six, or you can click this to turn them all on and off if you know the dimension or if you know the type of cabinet that this game would emulate you would go into your table dimensions manager here and find if you're like i definitely know this game is going to be a uh you know a wms like a williams super pin body or if it was going to be a williams standard body or if it was going to do a modern stern game these are the table size dimensions that you will want to type in so if you just click anywhere here you'll get all the base dimensions of the game and over here you'll see table width table height glass height if we wanted this to be a standard modern stern right here the width would be 952 by 2115 so we would just type that in there and then push everything around accordingly so if you wanted to start doing graphics for this and you're you're ready to start drawing on it and putting colors and uh images and graphics and decals everywhere what you can do is you can export this as a blueprint pull that into photoshop draw over it and then re-import it so you would just go to file export blueprint then you know name it whatever you want i got test up there we'll call this test two because we're awesome um don't save it as a solid you just want these lines it'll say export finished then we can come over to Photoshop and we can open up that image we just made we'll drop it in here and you will have the drawing of what you just made and then if you wanted to paint you know let's let's just goof on here really quick so you know red circles here's a cool arrow there's a smiley face here in the middle um there's a sunburst man i'm an artist bro little explodey things there um you can i i would recommend doing this all on a new layer you know swirly swirlies hearts and the thing because you just want to use this as a guide so you know where things are so the ramp okay this looks amazing right so let me give this a solid background and we'll export it export and we'll just make it it doesn't matter what it is all right it will have the dimensions of what this needs to be you'll just hit save call this obviously I saved this already because I'm hiding stuff from you internet, so I'll say 3. Then we'll come back over to Visual Pinball and in here you'll go to Image Manager, Import, and select your image you just made. It's called Test 3. Great. Then click anywhere here. Over here it says Playfield Graphics where it says Image. Your Test 3 will now show up and you won't see it here because you have to go to View and turn on Playfield image and backdrop and it didn't take so let's go test three again bump now look at that there's our graphics perfectly lined up and then when you hit play well I'll be there it is beautiful this obviously would be some better artwork that you would create besides this big swirly mess that I had just made if you don't like the angle that you're seeing instead of hitting play and make sure you save before you do this because this can f things up a little bit but if you hit f6 it will act like it's rendering the table again but the flippers will be disabled but instead of the shift buttons making the game flip it will alter the angle at which you're looking at the table so you can get a better view of like what's going on and where you leave this the angle that you leave this in it remembers it so that the next time you play it will be that angle that you just had now inside of there is a lot of settings that can really sort of muck up your lighting and your physics and stuff like that that's why i suggest that you save before you go in there and mess with that just so you don't have to you know do a bunch of geometry to figure out how to fix everything that happened. So if you wanted another flipper on here, it's pretty simple actually. The code already exists, so let's say we wanted another right flipper. We would copy this, paste it, thing, you're awesome. Here's the flipper that we wanted. So let's say we wanted this to be up top here, all right? So this is our right flipper. You could choose the surface that it's on. remember it's wall 001 so this is going to be on our upper playfield area and you can choose what the the end angle is so you can see here this little line it's showing where the flipper starts where it's going to end and all of that adjusted here the start angle so this could be you know maybe it's going to be a very tiny flip it's not going to flip much so right flipper 001 we can call this like upper flipper and just remember this and then we'll go into the code and what I want you to do is go all the way up and find where the right flipper is okay so right flipper rotate to end and what you're going to do is so that this flipper is also firing at the same time. I'm going to paste the upper flipper here as well. Copy this rotate to end. Just literally copy copy pasta. It's so so easy. So this in theory should just have you flipping once you flip the right flipper. So we're going to fire it off and there you go. So it flipped up. We did miss one little part because we have to make it go down. So what we're going to do is find anything labeled right flipper there it is return to start is what we missed so we're gonna grab our upper flipper rotate here come down forgot this part and make sure your formatting looks good so use your tabs to make sure everything's lined up it's just gonna help you in the end keep a clean code so So there we go.