Realistic slots moment. "Fall in to place"

I have been using a technique from a free template and it works great....however....its coding makes me have to use a blurred image series to create an illusion of spinning. After a timer of 4 seconds it chooses an integer between (1-7) or however many I make or choose...Im ok with it if I have to keep it that way, but I would LOVE to have my reel "fall" along a Y axis. Id want to have have on each reel about 30-40 numbers be tween 1-7....have more of the 1's...a few less 2's...even less 3's and so on so that the 7's are rather rare...right now the odds of 7's are just as much as the 1's. This makes the jackpot to easy to obtain.

Is there anyone out there in GS land with some previous knowledge to steer me in the right direction. Feel free to ask me more about it and should you want to get paid for it Id like a working model soon...one reel that does want Im asking...AND to make it abke to be reproduced as additional reels...wether it be 3, 4...9...10 and so on.

It may be a tables thing I just have no experience and have tried to understand tables but when I see 299 columns and each with 300 numbers. My brain no worky.

Thanks.

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Comments

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880

    Could you use a long vertical image and just scroll it down? If you place it under an actor with a transparent window, it will give the illusion you are looking for.

  • SocksSocks London, UK.Member Posts: 12,822

    @Thunder_Child said:
    . . I would LOVE to have my reel "fall" along a Y axis.

    Constrain each number's position to the sine of the height of the reel - and constrain the number's height to the same value . . . (except offset by 90° - or just swap sin for cos).

    @Thunder_Child said:
    . . . Id want to have have on each reel about 30-40 numbers . . .

    When constraining the number's to the above sine function, offset each one from each other by 10° (I've gone with 36 numbers ["about 30-40 numbers"])

  • Thunder_ChildThunder_Child Member Posts: 2,343

    @RThurman said:
    Could you use a long vertical image and just scroll it down? If you place it under an actor with a transparent window, it will give the illusion you are looking for.

    well...if say it landed on image 5, how would I corrolate that to my chisen integer value?

  • Thunder_ChildThunder_Child Member Posts: 2,343
    edited December 2014

    @Socks‌

    So use cos to sin the thingamegger to the internal angle of the doohickemer?

    Soory just had to insert that pic cuz that what happens when I read your reply. I am horrible at any math beyond 2+1=5

    But...I will try to understand it and see if I can do it somehow. My Mac wont explode if I do it wrong will it?

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880

    @Thunder_Child said:
    well...if say it landed on image 5, how would I corrolate that to my chisen integer value?

    I really like @Socks idea! That would work nicely.

    For my idea (a graphic of a column of digits), you would need to determine which area of the actor is showing in the window. Basically you could do that by checking the actor's y-position. Then you could create a look-up table to see which number corresponds to the actor's y-position.

  • Thunder_ChildThunder_Child Member Posts: 2,343
    edited December 2014

    Hmmm. I feel Im trying to make something happen way over my head at my current level of GS knowledge...although I understand your answer @RThurman‌ a bit easier.

  • Thunder_ChildThunder_Child Member Posts: 2,343

    This is what I feel like Im trying to accomplish. 1 is easy to get..2 is less easy and the jackpot is hardest. Im sure both your answers relate to this and you probably understood.

    I think what you @RThurman‌ are saying is that if this image is falling...that say after 4 seconds it stops on the 3rd (4) which happens to be an x value of 300 pixels....and this being reel 1 or "table column 1) cell 11 then I have created a choose value for the reel to have landed on?

  • SocksSocks London, UK.Member Posts: 12,822

    @Thunder_Child said:
    So use cos to sin the thingamegger to the internal angle of the doohickemer?

    Lol :smile:

    @Thunder_Child said:
    Soory just had to insert that pic cuz that what happens when I read your reply. I am horrible at any math beyond 2+1=5

    Sin and cos is really basic, you can learn it in 10 minutes, for example sin is just the distance from the centre line of a circle to the edge at a certain angle.

    @Thunder_Child said:
    But...I will try to understand it and see if I can do it somehow. My Mac wont explode if I do it wrong will it?

    :smile:

  • SocksSocks London, UK.Member Posts: 12,822

    @Thunder_Child said:
    Hmmm. I feel Im trying to make something happen way over my head at my current level of GS knowledge...

    Let me teach you . . . . [sits down crosses legs]

  • LovejoyLovejoy Member Posts: 2,078

    @Socks said:
    Let me teach you . . . . [sits down crosses legs]

    We finally know @Socks‌ true identity!

    Fortuna Infortuna Forti Una

  • SocksSocks London, UK.Member Posts: 12,822

    @Lovejoy said:

    That was before the operation.

  • SocksSocks London, UK.Member Posts: 12,822

    @Thunder_Child said:
    This is what I feel like Im trying to accomplish. 1 is easy to get..2 is less easy and the jackpot is hardest. Im sure both your answers relate to this and you probably understood.

    Yep, the simplest way is to do what you described earlier and weight the reels in favour of the easier (less valuable) combinations - so you might have, for example, eight number '1's but only two number '7's.

    Here is my reel with just 8 positions, but you can have as many as you like.

  • Thunder_ChildThunder_Child Member Posts: 2,343
    edited December 2014

    @Lovejoy

    Hell yea. I thought @socks was a dude ! Please. Teach me ALL you know !

    TEACH!

  • Thunder_ChildThunder_Child Member Posts: 2,343

    @socks. I had a seen a shorter clip of that video. Thats great stuff. Ill watch that in super slowmo and see if I can do that. Thanks a lot.

  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2014

    @Thunder_Child said:
    Lovejoy

    Hell yea. I thought socks was a dude ! Please. Teach me ALL you know !

    TEACH!

    Lol : )

    Right, lesson 1 (of 9)

    This is a circle . . . it has a centre point . . . its radius is 1.

    To pass lesson 1 you must draw a line from the centre point to 45°
    (remember GameSalad uses the standard convention of 0° being at 3 o'clock - and values increase as you go counterclockwise)

  • LovejoyLovejoy Member Posts: 2,078

    @Socks said:

    I wanna play, i wanna play! This can turn into a great interactive community tutorial.

    Fortuna Infortuna Forti Una

  • Thunder_ChildThunder_Child Member Posts: 2,343
    edited December 2014
  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2014

    @Lovejoy said:
    I wanna play, i wanna play! This can turn into a great interactive community tutorial.

    :) Tops marks to Lovejoy ! 4/5 ☆☆☆☆ (you loose one star for using a green line).

    Lesson 2:

    Now draw a horizontal line though the centre point.

    And then a vertical line through the centre point.

    . . . . . . . . . .

    And place the following marks . . . .

    The centre of the circle is 0,0.

    The top of the circle where the vertical line touches it is 0,1 - which means we have moved 0 across and 1 up from the centre of the circle (remember the radius of our circle is 1, so the top of the circle is 1 (up) away from the centre point)

    The bottom of the circle where the vertical line touches it is 0,-1 (which means we have moved 0 across and 1 down)

    The righthand side of the circle where the horizontal line touches it is 1,0 (which means we have moved 1 across and 0 down)

    The lefthand side of the circle where the horizontal line touches it is -1,0 (which means we have moved -1 across and 0 down)

    . . . so that's 4 co-ordinates you need to mark on the circle (5 if you include the centre of the circle)

    . . . . . . .

    Anyone caught cheating with be exterminated.

  • LovejoyLovejoy Member Posts: 2,078
    edited December 2014

    @Thunder_Child said:
    Ok done. Lol

    Haha nice!

    @Socks said:
    Anyone caught cheating with be exterminated.

    one sec

    Fortuna Infortuna Forti Una

  • SocksSocks London, UK.Member Posts: 12,822

    Thunder_Child, go to the back of the class.

    ;)

  • LovejoyLovejoy Member Posts: 2,078

    @Socks‌ Fixed, do i get a sticker?

    Fortuna Infortuna Forti Una

  • LovejoyLovejoy Member Posts: 2,078

    Once @Socks‌ starts asking for voodoo sacrifices and black magic rituals I'm out of here and its all you @Thunder_Child‌

    Fortuna Infortuna Forti Una

  • SocksSocks London, UK.Member Posts: 12,822

    @Thunder_Child said:
    Im at work btw. Lol. So no fair !

    Your "drawing" has been shown to the headmaster, he's not pleased . . .

    Right, next Lesson . . . .

  • -Timo--Timo- Member Posts: 2,313
    edited December 2014

    @Socks can you also help me please? I am doing something wrong but I don't know what...
    this is my formule. purple-chicken^x+10cookies=sun x=unicorn-rainbow right? it doesn't work :(

    PS. awesome slot machine :o

  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2014

    @Lovejoy said:
    Socks‌ Fixed, do i get a sticker?

    No stickers ! 4/5 ☆☆☆☆ (you loose one star for using pink lines).

    Ok, you've just marked out the cos and sin for 0° 90° 180° and 270°.

    . . . . . . . .

    As you can see, horizontally starting at the centre of the circle (which we've labeled as 0,0) values go from -1 on the far left to +1 on the far right . . . with 0 in the middle.

    Makes sense ?

    . . . . . . .

    It's the same deal vertically, -1 at the bottom, and +1 at the top of the circle, with 0 in the middle.

    . . . . . . .

    We call this horizontal range of values the cosine (or cos).

    We call the vertical range the sine (or sin if you want to save typing out an extra letter).

    . . . . . . .

    . . . . so, for example, that point right at the top of the circle (which you've labelled 0,1) is (unsurprisingly) cos = 0, sin = 1.

    . . . . . . . . . .

    Lesson 3:

    Now using your labelled circle - I want you to mark cos = 0.7, sin = 0.7 . . . . you don't have to be particularly accurate, near enough will do.

  • SocksSocks London, UK.Member Posts: 12,822

    @timolapre1998 said:
    PS. awesome slot machine :o

    If you follow 'the course' (cough cough) you will be able to make a slot machine yourself (unless I run out of beer).

  • -Timo--Timo- Member Posts: 2,313
    edited December 2014

    @Socks said:

    (unless I run out of beer)

    only if you knew... ;)

    following it so far. thanks for taking the time to explain it.

    is it ok if I make mine even better? >:)

  • LovejoyLovejoy Member Posts: 2,078

    @Socks‌

    Is this right?

    Fortuna Infortuna Forti Una

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