Self.choose actor numbers question....

I hope I ask this question correctly...

Even though this has to do with a slots game...it may have no relevance to it...so here goes.

I have 3 actors, each with a self.choose attribute...after 3 seconds it chooses (random 1,13)...lets say it choose 4....and that is worth 20 credits...but One of my "13" it chooses from is a wild...that number is 13...

So here is the question....how can I allow 13 to act as though it chose 4....meaning if a wild symbol is choosen 13...it think a 4 was chosen.

In my game I have a controller that looks for

reel1, if self.chose is 4
reel2, if self.chose is 4
reel3, if self.chose is 4 you win

What I want is to allow a 13 to be replaced as a 4 without coding every combination...

I feel there must be someway that if 13 is chosen it may be allowed to replace any other number...1,12 and act as that same number.

Any suggestions? In a 15 reel slots game this become a huge...(insert Donald Trump "HUGE") coding task...litterally thousands of combinations.

Im stuck on this.

Thanks..TC

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited December 2015

    Hi @Thunder_Child Can't you just have

    reel1, if self.chose is 4 or 13
    reel2, if self.chose is 4 or 13
    reel3, if self.chose is 4 or 13 you win

    ?

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    I think the problem is that any of the following combinations need to be checked for a win:

    1, 1, 13
    2, 2, 13
    3, 3, 13
    4, 4, 13
    5, 5, 13
    ...
    13, 13, 13

    Can you just change the attribute value from 13 to 4 and then check it with your 4, 4, 4 rule? And if you need the 13 to display an image or something else, just use a second attribute to store the 13?

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  • Thunder_ChildThunder_Child Member Posts: 2,343

    Both of you thank you...and I do understand @gyroscope to have a look for ...4,4,4 or 4,4,13 but now consider 15 reels with every combination of wilds occuring...between 30 paylines....thats saying to do that task about 7,000 times. @tatiang I think you ARE saying to do that as well...for a 3 reel I had to do this as was my example...but I know how daunting a task this would be to do this with 3 rows of 5 reels and 30 paylines. I KNOW what the combinations are I used a grnerator I found online and was the same in a previous thread...but I just need that 13 to be able to replace all my other numbers and be seen as though those numbers were chose. I was hoping constraining would work but I havent figured out how to do it. Whaaaaaahhahahaaa !!

  • crestwoodgamescrestwoodgames Member Posts: 191

    I am trying to understand this problem and I find it interesting. So are you saying if reel 1=4, reel 2=4, and reel 3 =13, you want to change reel 3 value to a 4?

    Would it be possible to have a rule that states if reel 3 =13, change reel 3 value to reel 2 value? and then calculate the winnings?

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    @crestwoodgames Yep, that's basically what I was suggesting. It seems to be the simplest solution.

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  • crestwoodgamescrestwoodgames Member Posts: 191

    Or do like the real slots do. Once the player touches the spin button, the payout is already calculated behind the scenes. The spin of the machine is just for your enjoyment and illusion of possibly winning. The reels don't matter one bit.

    You could have several different animations for your winning, and then some for your losing. You then just randomly pick and animation to suit the winnings.

  • crestwoodgamescrestwoodgames Member Posts: 191

    Here is a slot game I have been messing with for a while. I used tables to store all the .png names and then animate with them.

    When the spin button is touched it already calculates what the user will win randomly. then based off of that, it chooses a random animation.

    Please ignore the win %, i have it set high for testing.

  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2015

    I'm not 100% sure I understand the question, but you could make a table with a column that has 13 rows, like this . . .

    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    4

    . . . and randomly select a row.

    Then if reel 1 = reel 2 change row 13 to reel 1’s value.

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited December 2015

    Hi @Thunder_Child , I see what you mean now... or what about this logic, using scene or game attributes:

    Rule: If reel1Choice =reel2Choice and reel1Choice =reel3Choice
    You win

    Rule If reel2Choice = 13
    and reel1Choice =reel3Choice
    You win

    Rule If reel1Choice =reel2Choice
    and reel3Choice = 13
    You win

    The above based on just one reel at a time giving a possible 13 (which can be "protected" with a boolean 13USED or similar) .

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • Thunder_ChildThunder_Child Member Posts: 2,343

    @crestwoodgames said:
    Or do like the real slots do. Once the player touches the spin button, the payout is already calculated behind the scenes. The spin of the machine is just for your enjoyment and illusion of possibly winning. The reels don't matter one bit.

    You could have several different animations for your winning, and then some for your losing. You then just randomly pick and animation to suit the winnings.

    @crestwoodgames said:
    Or do like the real slots do. Once the player touches the spin button, the payout is already calculated behind the scenes. The spin of the machine is just for your enjoyment and illusion of possibly winning. The reels don't matter one bit.

    You could have several different animations for your winning, and then some for your losing. You then just randomly pick and animation to suit the winnings.

    That is interesting....hmmmmm. So far I can understand that logic much better. I have no experience on tables. I did try the change 13 to 4 as suggested also and that works for a single number but have not tried it with multiple numbers. Lord I just dont want to have to start over ! Ugh. I may have too.

  • Thunder_ChildThunder_Child Member Posts: 2,343
    edited December 2015

    Ok my peoples....can you look this over and see if this logic seems sound enough? Im pretty sure this would do it...just counting symbols. Maybe this was suggested but it hit me this morning at work and had to write it down.

    Part of this technique was discovered from a template I came across...modified a bit.


  • ArmellineArmelline Member, PRO Posts: 5,368
    edited December 2015

    I was going to suggest various simple ways of achieving this result with 3 reels, but as you said there might be as many as 15. And with those more complex slot machines, there could be any number of combinations of those reels being checked. The problem then becomes twofold - firstly how to run through the list of possible combinations, and secondly how to check each one. What is the maximum number of reels that compose a winning "pull" in the advanced slots machines?

  • ArmellineArmelline Member, PRO Posts: 5,368
    edited December 2015

    @Thunder_Child said:

    @Armelline said:
    //

    What does this mean @Armelline ?

    :smiley:

    Just edited :D

    Drop me a message on Skype. This will be much easier with a better understanding of the exact requirements.

  • Thunder_ChildThunder_Child Member Posts: 2,343
    edited December 2015

    There are 15 reels in a typical advanced slot machine @Armelline

    There are also usually 31 stops including blanks between symbols but I will not be using blanks

    I have 13 symbols and 15 reels...one of the symbols is a wild to replace any other symbol. You can imagine the number of combinations...as well as having at least 30-35 paylines. Also...the are winning combinations for 2x, 3x, 4x and 5x symbols landing within any payline !! Argggg !!

    Notice my images and notes here and as mentioned before...lol...excellent handwriting





  • ArmellineArmelline Member, PRO Posts: 5,368

    Okay, so you have to check up to 35 possible combinations, and they can be up to 15 reels considered in each combination?

  • Thunder_ChildThunder_Child Member Posts: 2,343
    edited December 2015

    Yes...13 symbols, 35 paylines, in some symbols you can win just having 2x, 3x, 4x and 5x symbols landing. @Armelline

  • ArmellineArmelline Member, PRO Posts: 5,368

    I could have sworn you already had a slots template, didn't you? I ask only because I don't want to spend time solving this if it's already been done :D

  • Thunder_ChildThunder_Child Member Posts: 2,343

    I do have a slots template yes...it does not include allowing the wild symbol to replace any other symbol....this is my only holdback....with a 3 reel slots I have completed the wild symbol being able to replace any other symbol. It took a while and that was only one payline...the combinations of 30-35 paylines and 15 reels are in the thousands of combinations. So Im ONLY looking to find a way to allow symbol 13 to be able to be replacing another.

    If you feel I am asking you to make a template for me please know Im only looking for advise.

    A fix would be awesome but I dont want you to feel you are doing work un-necessarily. I am eill to do the work if I know what to do....if I want to soend 6months doing it I DO know how...the hard way. Im just wanting to know if there is an easier way. Some of the suggestions have been over my head...some make sence...

  • ArmellineArmelline Member, PRO Posts: 5,368
    edited December 2015

    Okay, that makes sense. Don't worry, I don't think you're asking to make a template. I just find puzzles much more interesting if they've not already been solved!

    In your original template, how did you check the 35 paylines? Just step through each one, checking?

  • Thunder_ChildThunder_Child Member Posts: 2,343
    edited December 2015

    Lol. Cool. If you like puzzles buddy this is one for sure. I dont know of ANYONE yet making as complex a slots game as I have...not tooting my horn...just saying and adding a wild symbol is epic for GS logic as far as I know. Its a big task...Ive now soent over 1.5 years on slots and have a skee of templates...mixed bars...3 reel...5 reel..9reel and 15....only the 3 reel includes wilds. I did complete a 9 payline, 15 reel slots game but it took me nearly 6 months to make the wild symbol work...thats even doing some copy and paste..then modify each line.

    I recently tan across another texhnique provided in a free template from Jason Nester....irony at its best...but it means starting over from scratch...as far as the logic goes to generate a symbol, give it a number and the count how many symbols per payline...including the wild. It would still be a good long year project for ME to do.

  • Thunder_ChildThunder_Child Member Posts: 2,343
    edited December 2015

    @Armelline said:

    In your original template, how did you check the 35 paylines? Just step through each one, checking?

    Here are some snippets of my current logic tree (3reel)...provided by another free template from @UtopianGames fruit machine and has been the base of my slots games. Still love those guys :-)



  • ArmellineArmelline Member, PRO Posts: 5,368

    3 reels are trivial, you can do that with a few nested rules. 15 on the other hand is a bit tricker... but I have ideas!

  • crestwoodgamescrestwoodgames Member Posts: 191

    I don't know if this helps and you might already know this, but it might.

    On any of the slot games my wife plays on the IPAD, the wild only counts if the reels when the lower number reels match.

    So for example.
    Reel 1 = Diamond, Reel 2 = Diamond, Reel 3 =Diamond, Reel 4 = Wild. The wild counts

    but,

    Reel 1 = Diamond, Reel 2 = Diamond, Reel 3 = Heart, Reel 4 = Wild. The wild does not count.

    I thought it was interesting. I like to watch people play a lot of games. Sadly I just sit and stare and figure out how they did the art and how they coded certain things.

  • ArmellineArmelline Member, PRO Posts: 5,368
    edited December 2015

    So if we did this, it would work, right?

    1. Take the relevant reels and record their values.
    2. Remove any wild cards.
    3. Compare the remaining reels and if they are all the same, credit a win.

    Is there more needed than that?

    Pretty sure I have a very simple solution but could really do with discussing it to be sure I've correctly understood what's needed.

  • Thunder_ChildThunder_Child Member Posts: 2,343
    edited December 2015

    @Armelline said:
    So if we did this, it would work, right?

    1. Take the relevant reels and record their values.
    2. Remove any wild cards.
    3. Compare the remaining reels and if they are all the same, credit a win.

    Is there more needed than that?

    Well...the symbols have to be from left to right...and a wild has to be adjoining to those.

    When you say remove wilds...thats confusing I want wilds to act as a number

    Example

    1,1,1,1,13. 13 is wild

    1,1,13,1,1

    1,13,1,1,13

    13,13,1,1,13

    13,1,13,1,13,1 all these are winning combos.

    Im feeling lost in translation. Im also at work. I can try to skyoe later but I know we are in different countries. My Skype name is tc5150

  • ArmellineArmelline Member, PRO Posts: 5,368
    edited December 2015

    Remove the wilds from each of those and all are still winning combos. The wilds become irrelevant as they can be any number, so all that matters is if the other numbers are all the same. Surely? I really really think a Skype chat would be beneficial here. I'm 90% sure I have a very fast, pretty easy and pretty clean solution to this.

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

    Did this get resolved? It sounds like an interesting puzzle. I am not sure I understand completely what the issue is. But it does sound interesting.

  • ArmellineArmelline Member, PRO Posts: 5,368
    edited December 2015

    @RThurman said:
    Did this get resolved? It sounds like an interesting puzzle. I am not sure I understand completely what the issue is. But it does sound interesting.

    I talked through with @Thunder_Child on Skype what was needed and I'm pretty sure I have a working solution. Basically I identify which reels are relevant to the current check, strip out the wildcards, then take the remaining numbers and compare that string of numbers to another string of numbers created by repeating the first number the necessary number of times. That probably doesn't make too much sense but it seems to work very well :D

    I just need to have it spit out the winning reels/symbols so the score can be calculated, which I hope to do tomorrow. I'll PM you a copy of the project file when I send it to @Thunder_Child.

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

    OK sounds interesting.

    I'd make a few suggestions:

    Would brute forcing it not work? For example just have a long list of conditions.

    When:
    R1=(R2or13)and R2=(R3or13)andR3=(R4or13)andR4=(R5or13) . . .

    Or...
    Perhaps finding the product of the square of each reel might be uselful. Each payline would have a unique number that is the product of the square of each reel.

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