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Thread: a Slot machine question.

  1. #1
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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
    Attached files Attached files

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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

  3. #3
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleXNA Export ModuleInstall Creator Pro
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    piscesdreams's Avatar
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    This was from the Klik & Play days.

  4. #4
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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 ?

  6. #6
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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
    Attached files Attached files

  8. #8
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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.

    test slot revised.mfa

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    Thanks
    I was thinking the hard way again.

  10. #10
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    There are many ways to do things in Fusion. Sometimes the easiest way is best.

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