Apr 30, Posts: ColorTo on one material 1 Answer. This will put everything into memory, so you should be good to go. There has to be a way to move many objects simultaneously at the same speed without having slight inaccuracies. I have been working as game developer. You must log in or sign up to reply here. Offset the UV's vertically, and when they stop, you query where your UV's are on each wheel, to find out what symbol you are on.
And the texture would wrap around automatically! Mar 31, Posts: I would go with the texture method Danny outlined above. Otherwise, I would look at using iTween for the animation.
Since the order of the symbols is set in stone, you could lay out your sprite texture sheets, one for each wheel in the order you need them, from top to bottom. Offset the UV's vertically, and when they stop, you query where your UV's are on each wheel, to find out what symbol you are on. Everything stays pretty "close" meaning the distance between symbols but not exact.
What I do is have each symbol initialized with speed and locations, then I move them in their own update methods like so: Also this way you can just have the individual symbol only once on your texture atlas! Thats a nice way to do it dannyflint, unfortunately it is a 2D game. There has to be a way to move many objects simultaneously at the same speed without having slight inaccuracies.
With regards to it being a 2D game, you can still use a 3d object and rotate it. Your game world is still 3d, not 2d, so it isn't an issue. I was going to suggest the 3d wheel as an alternative, because it will allow you to create a nice square texture for your icons, and be able to use compression on the device. Animate everything using iTween, it will make your life so much easier. Aug 14, Posts: I was working on a slot machine game which I have mothballed for now.
Have to get back to that. What I found was that some times you have to re postiton the reel to exact coord's after a rotate due to floating point drift.
On the iPhone the performance wasn't bad if things were batched but the inital spin was always a little jerky as the grahics were getting cached. Also you have a lot more items on your reels that I did. I think I was using 24 per reel. The initial spin hitches would need to be dealt with by getting all the graphics cached before your game starts. A crafty way to do this is during your first loading screen, instantiate and immediately destroy a bunch of cubes with the game materials and textures applied.
This will put everything into memory, so you should be good to go. As to the floating point drift I have a couple ideas to try out before I write up the big ugly post.
Jan 18, Posts: Hi everyone, I was about to post my own thread asking this question, so glad I searched first. I too am wondering about how to do this. We don't have the limitation that Mark does - the reel doesn't have to have an order - the ending pattern is all that matters. In Flash, the "reel" was 5 movieclips - 3 in the visible window, and one above and below.
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