This is pretty great!
How can it be modified to use images of a high resolution? When I change the frames to images with ~200 px width, it scrolls a few of them on screen then no more show up.
This is pretty great!
How can it be modified to use images of a high resolution? When I change the frames to images with ~200 px width, it scrolls a few of them on screen then no more show up.
How can this work without swapping the final item? Using larger images, it's quite obvious.
"How can it be modified to use images of a high resolution? When I change the frames to images with ~200 px width, it scrolls a few of them on screen then no more show up. "
I just tested and see the problem you are describing.
The issue is an obvious one however, and i realize i should have though of this scenario:
- Using Images of 200x200 makes for a loooong row of items, so long that they are positioned far outside the Frame, making the 'Inactivate if to far from fram'/ 'Destroy if to far from playfield' property behaviour kick in
- Simply <uncheck> 'Inactivate if to far from frame', and set 'Destroy if to far from playfield' to <No>
^ This is the solution
"How can this work without swapping the final item? Using larger images, it's quite obvious. "
Delete Event 23, reading the Events comment should make it clearer ( It is this Event that 'transforms' the 'Final Item', whatever 'Item Type' it may be, to the 'pre-determined Item Type' set at the very beginning ).
You could then also delete the Events that set this 'pre-determined Item Type' at the very beginning ( Events ( 5 ), 6, 7, 8).
This should do it, havent tested.
Feel free to let me know if there are problems.
Awesome, thanks for the followup. I'll try it out later.
I'm wondering if you're looking to expand upon this at all. It reminds me of the little vertical slot wheel when the WiiU Store is loading. I've still never seen what happens when matching three correct items on there...
Anyway, I may try to work this into a triple slot wheel to get that effect.


I've found a good trick when making spinners (that you don't want the player to be able to 'game' with 100% accuracy once they learnt it) is to add a 50% chance that 0.25 seconds *after* it has stopped to move one position on. It also creates a nice moment of excitement/worry when it has landed on (or one space short of) something they want, waiting to see whether they'll get it or not.
Because it is so soon after the spinner has stopped, the effect is just that the spinner is moving very slowly.
Hope that makes sense?