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a Slot machine question.
I am playing with this file, to understand the mechanics of a slot machine.
I want the reels to stop a lot faster, and not dragging to a stand still..
Just like a regular slot machine.
I looked at the events, and seems like something for reel 1 is done in event 40-41 but can't see
what makes go slower instead of almost instantly stop.
And the reels... is that how its done?
Thanks
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This came from the Example folder from Fusion.
C:\Program Files (x86)\Clickteam Fusion Developer 2.5\Examples\Games\Slot Machine
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This was from the Klik & Play days.
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yeah.. I think K&P was limited to 3 alterable values for each object back in the day and no event groups and I don't think you could even comment.. so doing something remotely complex often ends up being really convoluted. You'd be way better off just starting something from scratch - then if you run into an problems, post your mfa and ask here. It's pretty funny they've kept that as an example all this time.
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ok.
I'll start from scratch..
The reels itself, it that how they still are to get the rolling effect ?
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I would think the 32 directions would still be a good way to get the rolling effect more accurate for testing winning combinations. I have never tried a slot game so maybe someone who has could chime in. I know we have a couple users that have made slot games.
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Trying to get 1 reel to spin..
Guess I am not thinking logic....
What I was trying to do is spin the reel 20 times , so that you can see is spinning.
But instead, it jumps to the end result.
Even put a timed delay on it, but doesn't seem to help.
So I must be doing something wrong
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Me personally, I wouldn't use fastloops for a simple Slots game. Simply because they move so fast you won't really see the spinning itself. Fastloops count much more quickly than the standard timed events and counters.
So basically what you see here is when the counter is at 0 (so you can't spin the slots while it's already spinning) it generates a basic spin of 50, and then adds a random amount so it isn't just spinning the same amount every time.
Then it adjusts the directional value for animation purposes, and deducts one.
Attachment 14780
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Thanks :)
I was thinking the hard way again.
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There are many ways to do things in Fusion. Sometimes the easiest way is best.
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I know..
I keep falling for that :)
Thinking real hard **smoking brain** and then some one else says... "oh, why not just like this......" lol
playing now with 3 of those reels, and trying to figure out, how to create a winning combination.
I'm thinking, I need to use 3 listboxes with values , that connects to the position of the reel. (each entry of the listbox)
then compare if they match a winning combination..
** but I am probably thinking the hard way... lol
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ok, this is what I have so far.
3 reels, and they are spinning.
If I use the -1 then you see the spinning effect, but sometimes it's on a blank line..
So when I use -4 then there is always a fruit on the winning line, but then the symbols are flashing real fast..
so what do I need to do, to keep the speed of -1 so you can see the effect, but I want to end up always with a fruit on the winning line (-4)
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There are a ton of ways I am sure. I can't say for sure what would be the best way here. The only way I know of would be testing Reel A - Direction = X + Reel C - Direction = X + Reel C - Direction = X launch action. But that would be a LOT of conditions.
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a Slot machine question.
This may not be the best solution, or the best code yet it looks realistic and stops on a line rather than in between.
Attachment 14784
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Thanks,
That's what I was looking for.. Also, if the counters are identical, it's a winning combination... so that answers the other issue I was playing with.
Thanks a bunch
and again..... 1 single line instead of trying to make several events..
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Hey Snail can you please put an example together, I would love to see a better way of doing this too.
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Sure, lets see how you make one. :)
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Yes, it would be helpful Snail. Thank you...
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Is it possible to remove all the directions, and have just 1 direction with 24 frames? (Cause that is the amount of symbols on a reel)
now the events are based on directions.
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I got rid of the directions, and using now an active with 24 frames.
Each frame contains a symbol in the middle of the reel.