Welcome to GizmoBall

GizmoBall rocks.

Introduction

GizmoBall is an extensible pinball game set in a world of “Gizmo” objects and balls. GizmoBall allows you to play and design custom boards containing a variety of gizmos from flippers to shock waves to bumpers, and connect them to each other and to user input. You can design your own custom GizmoBall Themes files to customize the look of each game element and play music, making the different possibilites for gameplay endless.

GizmoBall has a Building Mode and a Game Mode. Building Mode allows you to create and modify game boards; and Game Mode allows you to play your new creations.

GizmoBall can be found at the Team Voltron website.

Menus

Much of the functionality of GizmoBall is controlled through its menus:

Game Mode

In Game Mode, you can play a game of GizmoBall.

Game mode.

Using the information in the Game Board file, GizmoBall constructs a board, and connects gizmos to each other, and to the keys specified. You can play the game by using the keys specified in the game file, or you can just watch it play itself.

Building Mode

In Building Mode you can create a game of GizmoBall, from the design of the board, to the keys pressed to activate the flippers, to the amplitude of gravitational waves.

Building mode.

To modify the properties (gravity, friction, etc) of the current board, click on the Level Properties.

To create a new Gizmo, select the corresponding button on the top left of the toolbox, then click on an empty space to add it.

Clicking on a Game Item (Ball or Gizmo) selects it; a white border surrounds the selected Gizmo.

When a Game Item is selected, options for that Item become enabled in the bottom of the toolbox.

Editing key connections.

There are two types of key connections: Key Pressed activates the gizmo when a key goes down, and Key Released activates the gizmo when a key comes back up. This allows for realistic simulation of real life mechanisms like pinball flippers. The keycode is Java’s internal representation of an unique, arbitrary number assigned to each key. If you are familiar with keycodes, they can be entered manually; otherwise, the keycode can be captured by clicking on Grab Key and typing the key you want associated with an event. Once all of the connection information is entered, click Connect to create a key connection. Key connections can be deleted by selecting the line from the list and clicking Delete.

Lines show connections from the current gizmo to targeted gizmos, which are denoted by a bulls-eye image overlay. To create a new connection, click on a non-targeted gizmo. To remove an existing connection, click on a targeted gizmo. (Gizmos can even be connected to themselves!) Whenever a ball hits a gizmo, the action of every gizmo targeted by that gizmo is executed. To exit gizmo connection mode, click on something that is not a gizmo, or click again on the Gizmo-Gizmo Connection button.

The Gizmos and Balls

Absorber

Absorber Gizmo Icon.
The absorber gizmo absorbs balls that collide with it. When the gizmo is activated. the absorber launches the ball out from the right hand side straight up.

Ball

Ball Icon.
The standard ball interacts with other balls and gizmos.

GhostBall

GhostBall Icon.
A Ghost ball interacts with all gizmos but not with other balls.

Square Bumper

Square Bumper Icon.
A square shaped bumper that reflects balls.

Circle Bumper

Circle Bumper Icon.
A circle shaped bumper that reflects balls.

Triangle Bumper

Triangle Bumper Icon.
A triangular shaped bumper that reflects balls.

Breakaway Square Bumper

Breakaway Square Bumper Icon.
A square shaped bumper that reflects balls, and has a limited number of hits until it disappears.

Extender

Extender Gizmo Icon.
The Extender gizmo is a long bumper that expands and contracts around a central point. The gizmo starts and stops based on its activation.

Left Flipper

Left Flipper Icon.
The Left Flipper is a long, rectangular flipper, with an anchored counter-clockwise rotation. The flipper starts at its origin and flips back and forth between that and 90 degrees counter-clockwise on activation.

Right flipper

Right Flipper Icon.
The Right Flipper is a long, rectangular flipper, with an anchored clockwise rotation. The flipper starts at its origin and flips back and forth between that and 90 degrees clockwise on activation.

Shocker

Shocker Icon.
The Shocker is a circular gizmo that, when activated, releases a gravitational shockwave that pushes at every ball it hits.

Themes

Loading themes is simple. Go to the Load Theme menu option, and locate a .gzt(Gizmo Theme) file, then click on Open. You can find sample themes at the GizmoBall website.