Pseudo Gambling

lulzenberg

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I created a Pseudo BlackJack table, roulette wheel and slot machine in my game today. I say 'pseudo' as they are not visual mini-games.

Basically, it's an event that costs $50.00 to use with a 46% chance of 'winning' $100.00. I'll be adding another variable trigger to the end of the winning variable so as to have a possibility of getting the 'blackjack' bonus (+50% extra).

Just thought i'd share to see if anyone else has made something similar and if so how they went about it.

 

Zoltor

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This event seems unfinished for Blackjack. If it way just a high or low game, it would be more then half way complete, but as a Black Jack game, It's so unfinished(only the very start of it is done)

Also for your initial if have enough gold type statement, you should have both outcomes in the the condition branch condition branch.

Exampe:

If Gold<50

you don't have enough gold

or else

do you want to play a game

show choices

if yes, ect you get the point

Alos in the case I just posted, you wont need to use exit event proc.

As for the second SS, it just doesn't make sense, as It's unfinished, not to menention I have no idea how you made a variable=0 from doing a random number generator from 1-100, nothing about what's going on there, seems to make any logical sense.
 

Mouser

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I'll just add: don't tell the player the odds, and rig the game in the player's favor.

They're going to 'save scum' when they play this anyway, so you have a better chance of them actually playing and enjoying the game if they feel like they'll come out ahead in the long run (which they'll pick up on pretty quickly, either way).
 

lulzenberg

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@Mouser -
If you play black jack constantly and do the 'best move' every turn, you, as a player, have a 46% (some say 48%) chance of winning - the bank has 54% chance of winning. The events simulate that.
It's not meant to be an actual game, but a simulated version of losing(and gaining) money at the same rate you would in real life, which is of course stacked in the 'houses' favour.

@Zoltor - 
It isn't incomplete, they both need to exist in the same room to work. They do indeed work.
 

The world has a variable event set so that when the 'blackjack' variable (which is ranged 1-100) gets to 54 or higher, it sets the 'blackjack' variable to 0 and gives the player gold, stating 'you won!' in text and '+$100.00 (black jack)' scrolls up the screen.

 

When you trigger the event on the 'table', if you do not have enough to play (under 50) it tells you you can't play and then exits the event process. If you do have enough gold (50 or more), it asks you if you'd like to play a hand of black jack. You then select yes to "play" or no to cancel.

 

When you select 'yes' it takes 50 gold and sets the 'blackjack' variable to a random number from 1-100. If that number is greater than 54, it triggers the previously mentioned world variable event.

edit:
I've been thinking of adding a create image event in there some where so that when there is a win, it shows a picture of a winning hand or something.
 
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Zoltor

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@Mouser -

If you play black jack constantly and do the 'best move' every turn, you, as a player, have a 46% (some say 48%) chance of winning - the bank has 54% chance of winning. The events simulate that.

It's not meant to be an actual game, but a simulated version of losing(and gaining) money at the same rate you would in real life, which is of course stacked in the 'houses' favour.

@Zoltor - 

It isn't incomplete, they both need to exist in the same room to work. They do indeed work.

The world has a variable event set so that when the 'blackjack' variable (which is ranged 1-100) gets to 54 or higher, it sets the 'blackjack' variable to 0 and gives the player gold, stating 'you won!' in text and '+$100.00 (black jack)' scrolls up the screen.

 

When you trigger the event on the 'table', if you do not have enough to play (under 50) it tells you you can't play and then exits the event process. If you do have enough gold (50 or more), it asks you if you'd like to play a hand of black jack. You then select yes to "play" or no to cancel.

 

When you select 'yes' it takes 50 gold and sets the 'blackjack' variable to a random number from 1-100. If that number is greater than 54, it triggers the previously mentioned world variable event.edit:

I've been thinking of adding a create image event in there some where so that when there is a win, it shows a picture of a winning hand or something.
I don't understand how that is a Black Jack game though

Yes I know, but what I'm saying, is that "entire" event should be handled by the condition branch, there's no reason to separate them, and thus there would be no reason to exit even processing, because if there was nothing after/outside the condition branch, it will automatically end the event after executing either outcome in the condition branch.

Also note: if every time you play the mini game, to rerandomize such, there is never a reason to set it at 0 or whatnot, the rerandomized number will overwrite the previously recorded variable's value.

Oh ok, I see what you're doing there, you're using a rather bazaar procedure.

Technically you could easily do the entire mini game in a single event, using another condition branch, within a condition branch, to check the variable, and so on.
 

lulzenberg

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Oh ok, I see what you're doing there, you're using a rather bazaar procedure.

Technically you could easily do the entire mini game in a single event, using another condition branch, within a condition branch, to check the variable, and so on.
It's definitely not an actual game - it's just a way to throw away money (something that exists to take a jab at the ridiculousness of gambling, because at it's core, this is all blackjack is - throwing money at a 46% chance of doubling it).

I'm very new to RPG Maker, i have only used MV, so i'm just teaching myself the ins and outs of it. I don't doubt it could be done within a single event, which is part of the reason why i posted it, so that people could tell me others ways of doing it. The main reason i've done it the way i have is simply because that's what i could figure out what with not actually knowing anything about rpg maker.
 

Zoltor

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It's definitely not an actual game - it's just a way to throw away money (something that exists to take a jab at the ridiculousness of gambling, because at it's core, this is all blackjack is - throwing money at a 46% chance of doubling it).

I'm very new to RPG Maker, i have only used MV, so i'm just teaching myself the ins and outs of it. I don't doubt it could be done within a single event, which is part of the reason why i posted it, so that people could tell me others ways of doing it. The main reason i've done it the way i have is simply because that's what i could figure out what with not actually knowing anything about rpg maker.
lol ok, carry on then, wasn't aware that was what you were aiming for.

Ok ook.

Well starting from the beginning then:

Condition branch if less then 50

Text: you don't have enough(and whatever)

or else

would you like to play a game,

Yes

-50

variable 1-100

condition branch if it greater then 54

+100 gold

or else 

sorry you lost

end

No

end

end

I'm doing this off the top of my head here, but to do it in a single event, it should look something like this.
 
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Mouser

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It's definitely not an actual game - it's just a way to throw away money (something that exists to take a jab at the ridiculousness of gambling, because at it's core, this is all blackjack is - throwing money at a 46% chance of doubling it).
Here's the thing you may be missing though - your event actually has a 100% chance of making the player money.

1) Save Game

2) Win money

3) Lose, Reload Save

4) Profit!!!

That may seem like a small thing or something you can ignore, but if money is going to affect your game's 'balance' at all, you can't.  If you make the gambling part actually fun and one where the player tends to come out ahead over time, they'll enjoy it and play the game. Otherwise you have to be sure the rewards are small enough that actually making enough money to break the game takes a long time. Dragon Warrior (Quest) IV did this really well.

Edit: To do it one event you "nest" the conditionals

>Self-Switch A=True // playing

>While Self-Switch A=True

>Player Gold < 50

>>>Yes?

>>>>>>You Can't Play

>>>>>>Self-Switch A=False

>>>End Yes? Block

>>> Else

>>> Would you like to play?

>>>>>>Yes?

>>>>>>>>Lose 50 Gold

>>>>>>>>Generate Random Number

>>>>>>>>If Random >54?

>>>>>>>>>>>>Yes?

>>>>>>>>>>>>>>>Win - Add 100 Gold

>>>>>>>>>>>>Else?

>>>>>>>>>>>>>>>Sorry, you lose  // Ends Random>54 block

>>>>>>>>>Play Again?

>>>>>>>>>Yes?

>>>>>>>>>>>>End // goes back to while loop

>>>>>>>>>>No?

>>>>>>>>>>>>Self-Switch A=False (no longer playing)

>>>>>>>No? // would you like to play?

>>>>>>>>>>Have a Nice Day

>>>>>>>>>>Self-Switch A=False

>>>>>>>End No? Block

>>>End Else Block // Player Gold < 50

>End While Loop

Self Switch A=False //failsafe code - not strictly necessary      

I think that's got it. Indentation your friend, you'll be able to see and keep track of your code this way, just step through it like a flow diagram. The event editor is really good at helping you keep track of things like this.

Honestly, you could do a "real" blackjack game using events but that would be a LOT more complicated and more than I could show you in a forum post or three.      

Edit - I did a 'quick and dirty' version in the event editor.

BMP's attached since I can't remember how to post screenshots :(

There's the basic jist of it. There's a few extra lines and loops just for clarity and to help with tracing the logic out.

One.bmp

Two.bmp
 

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RetroNutcase

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This isn't really the right board for this discussion. Mechanics design isn't for how-tos on things. It's on broad discussion of gameplay mechanics. Like "What makes a good boss battle?" or "How does one balance their classes?"
 

Shaz

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RetroNutcase, please do not minimod.  Thank you.

In this case, he's right (in the other one you reported though, you weren't).  Moving to MV Support
 

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