Slot Machine Combat Engine

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Published on 9 May, 2024. Last updated 19 May, 2024

Let’s start a new C3 project. For more construct details, refer to the Construct Asset Store package. I'm paraphrasing from this workshop's eBook from Part III: chapter 13 "Construct3 Production".

We're not finished just yet; we should complete the project's metadata. Even if you completed the information from the "New project pop-up" (illustrated above), we need to enter more information details. When your new project opens, click on the project folder in the Project Bar. You'll find more "project properties" to fill in on the left-hand side. The minimum we should have is:

  • Our project's name -- I'm calling mine the "Combat Engine #11" since it is the latest combat engine that I've created for my RPG and Rogue-like gaming series.
  • Set the window size and layer size to 800x500 with a margin of 50x50. I use 800x500 because it is a "Golden Ration". Why I use the "Golden Ration" is fully explained in the workbook.
  • Insert both "Touch" and "Mouse" for our gamer's input. (You might also include gamepad inputs).
  • Insert "Audio" for any theme music and sounds that you might like.
  • Insert "Function" and I'm calling mine "consultSportsAnnouncer".
  • Insert several more objects: a button to launch each combat round, a drop-down list of "Duel Intensity" choices, text input for the "registration fee", and several other text fields -- a game title, subtitle, your copyright notice, a narration field, and dynamic HUD feedback information. (See the illustration below.)

Arrange all these objects on the layout to match your game design vision.

The slot machine panels are merely a sprite with 7 animation frames deployed three times. I added a sprite instance variable -- called "panelID" -- to help manage each of them. These windows rotate through several types of attacks -- one set of animation frames for the "Red" team, and the remainder for the gamer's "Blue" team. In just a minute, we see how to "spin" these attack panels.

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