Slot Machine Flash Game Tutorial

Slot Machine Flash Game Tutorial Guide to Start Playing Free Slots at Slots Temple

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Slot Machine Flash Game Tutorial

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Slot Machine Flash Game Tutorial Video

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Slots are usually programmed to pay out 82 to 98 percent of what was wagered in the form of winnings. The minimum RTP for every slot machine depends on the regulations and laws of the state.

The winning combinations and patterns on a slot machine, the amount it pays, and the frequency of these payouts are carefully calculated and selected so they pay a specific fraction of money to the casino or the house while giving back the rest to the players.

For example, a spin on the slot machine costs one dollar and it has an RTP percentage of For example, in any slot machine that has 12 different rewards in the paytable, the probability of every reward equaling 0 percent except the jackpot can be quite deceptive.

If the jackpot win is times the wager, then it would happen 1 time every spins and would make the game have an RTP of percent, despite being a very dull game.

PARS helps players understand the psychology of the slot machine. For instance, if the game has 13 payouts that range from up to it will show that the payout would happen once every 8 spins, the would happen once every 33 spins while the payout will happen once every spins.

The PARS sheet is usually confidential and developers and manufacturer never post them; however, there it is possible to find the PARS sheet of any of your favorite games posted online.

Despite this, they are not of any real value to players as slot machines usually have 8 to 12 different programs that have varying payouts.

The logic is simple: if players keep losing their bets without winning any back, they will eventually grow bored and leave the game. The taste is usually the or the payout.

Slot machines are games of luck, so there are no strategies or techniques to implement. On the other hand, there are some tips and suggestions that may be quite useful for any player who is looking forward to spinning the slots:.

If you are a land-based casino player, you will notice the slot machines that offer millions in jackpots are not that popular because the chances of hitting the jackpot are very small.

These smaller jackpot slots are known for paying out better rewards more frequently. Like any other casino game, you might find yourself on a losing streak.

When that happens you should just move on and stop playing or go to another slot to change your luck. If you have been on a winning streak or have just hit a jackpot, it is a pretty good idea to cash in your winning and leave.

The more you play the bigger the chance you might lose what you won or at least a big chunk of it. Like any casino game, you should quit while you are ahead.

You should always follow a wagering pattern that will help you earn rewards. For example, always start with the minimum wager possible and, if you lose, up it up a notch and keep increasing the bet after each spin.

When you win, do the opposite. Although this contradicts the last tip, it is another way of playing.

The aim is to place the highest wager so you can earn high rewards. This is essential in online video slots as some bonuses cannot be triggered if players do not place the max bet.

Modern slot machines are multimedia technological marvels complete with animation, sound effects, and sometimes even video clips from movies and television shows.

While three-reel slots still exist, the majority both in live casinos and online have five reels, and sometimes have six, seven, or more.

Instead of one payline, modern video and online slots usually have 20, 30, 40, or more pay lines. During regular play, you may win a trip to a bonus event during which you have a chance to win money without making any additional wagers.

Here are a few of the most common bonus types. You win a specified number of free spins of the reels. Sometimes, the main reels fade from the screen and are replaced by bonus reels with different symbols and different winning potential.

For example, games have been introduced in the last few years in which the lowest-paying symbols are removed from the bonus reels.

The original wheel spin game, Wheel of Gold, was introduced in the mids and it led to the ever-popular Wheel of Fortune slots.

Since then most slot manufacturers have introduced wheel spins. In a wheel spin bonus, you see a wheel divided into prize segments.

On some, all prizes are credit amounts, but some wheels offer credit multipliers, progressive jackpots, and trips to other bonus events.

You start the wheel spinning, then hope it lands on a big-paying space. The reels are replaced by a different scene.

Some have included aliens in hiding spaces, dancing gift-wrapped boxes, dishes on a Chinese menu, fishermen on a pond, and much more.

You touch the screen to choose an icon, and the item then reveals a credit reward for you to collect. On others, you keep picking until you choose a bonus-stopper symbol.

All these bonus events are designed to make the games interactive and fun to play. How much they contribute to the overall payback differs from game to game and manufacturer to manufacturer, but as much as 40 percent of the overall return may come from bonuses.

Free spin games tend to be more volatile with the potential for bigger wins offset by the possibility of spins that bring no credits. Ultimately, which is best for you comes down to personal preference.

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We are going to discuss the gaming procedure for both online slot machines and land-based slots: For Land-Based Slots: For land-based slots, players will have to buy bar-coded coins, quarters or other coin values the game accepts.

For Online Slots: Players who want to enjoy this game at an online casino will have to follow another gaming procedure.

Choosing the wagers at any slot machine, whether a classical or a multi-line video slot, includes 3 options: Choose the number of lines that players want to activate by placing their stakes on.

Choose the coin value that players want to use to place wagers and get rewards. Choose the number of coins they wish to place on every activated line.

All of this creates the wager. The total amount of their bet will be seen under the Bet Cell. Slots Rules The rules differ from one slot machine to another.

Wild Symbols: Wild symbols differ from one game to another and can substitute for any other symbol the slot machine has. Triggering the Jackpot: The jackpot is triggered when players get a certain combination of symbols on any of the winning lines of the game.

Scatter Symbols: Scatter symbols are special symbols that reward players generously in the form of scatter payouts.

Slots Odds Slots are usually programmed to pay out 82 to 98 percent of what was wagered in the form of winnings.

Slots Strategy Slot machines are games of luck, so there are no strategies or techniques to implement.

On the other hand, there are some tips and suggestions that may be quite useful for any player who is looking forward to spinning the slots: Stick With Slots With a Low Jackpot: If you are a land-based casino player, you will notice the slot machines that offer millions in jackpots are not that popular because the chances of hitting the jackpot are very small.

Quit While You Are Ahead: If you have been on a winning streak or have just hit a jackpot, it is a pretty good idea to cash in your winning and leave.

Work According to a Betting Pattern: You should always follow a wagering pattern that will help you earn rewards.

Placing the Maximum Wager: Although this contradicts the last tip, it is another way of playing. There are also some misconceptions we have to clarify: Playing the game faster will not increase the chances of winning.

Clicking on the spin or pulling the lever will not affect the outcome of the slot. They are all the same. When someone wins a great payout on a slot machine that you left does not mean that you missed that payout.

Free spins You win a specified number of free spins of the reels. Wheelspins The original wheel spin game, Wheel of Gold, was introduced in the mids and it led to the ever-popular Wheel of Fortune slots.

Personal preference All these bonus events are designed to make the games interactive and fun to play. Casino Promotion.

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I am sure that at this point, you are eager to see both the top and the bottom bar in action. Just add both of them to the main scene and we can see how it looks like.

The two bars are quickly added with just a few lines. Because we prepared the bars to work with any width we want, we can set the width to the actual width of the game window.

They then use the whole screen width on every device. For the bottom bar, we also already link the signals to the handler functions, that we added in our scene.

Most of the functions can already be implemented:. All of the functions that change the bet amount immediately return when the slot machine is currently running.

That's because we want to prevent any changes in the bet amount during a slot machine run. We use the startActive property of the bottom bar for this check.

When we start the slot machine, we will activate the start-button and thus also disable bet changes. That's all for now! You can hit run, play around with the buttons and look at the awesome bars, that always fit the screen!

We can finally come to the fun part: The actual slot machine! Felgo offers a special SlotMachine component, that really helps us to get the main tasks done.

We don't have to take care of positioning the symbols on multiple reels, spinning the reels or stopping them one after another. This is what we will do:.

For each of these symbols, we want to define its frequency on the reels. The queen symbol should appear five times on each reel. The captain only exists once.

That's why the player wins big when a line of captains appear on the slot machine. We want our slot machine to have five reels, and if three or more symbols form a line at the end of a spin, the player receives credits based on the amount he bet.

This table shows you the return factors for each symbol if they form a line of 3, 4 or 5 symbols. These values are just a configuration setting that you could also choose differently.

It would be wise to have a configuration file to store these settings, so it is possible to easily change the symbols and win factors at a later point.

We don't want to adapt any code just when some symbol settings change. There are several ways to achieve this. For example, we could add a global configuration property or include a JavaScript file that holds the configuration data.

We decided to implement a configuration object as a singleton to show you yet another way how you can add global settings. In programming languages, singletons are a very common way to implement objects, that should be unique within the application.

There can and will be only one instance of a singleton class. They are used for many different tasks. In our case, we define a configuration object as a singleton.

We only want one global configuration setting in the application. Also, we do not need to add the singleton to our scene or anywhere else.

We can conveniently access the configuration object, with all its properties, signals and functions, directly in other files.

We are going to use the SlotMachineModel element to initialize the SlotMachine component with symbol data. This SlotMachineModel can also store additional custom configuration data you might need for each symbol.

So how about we take advantage of that and use it to set up our configuration object? Let's create a new folder config in your qml directory and add the file SymbolConfig.

This class is just like any other QML class that you define, except for the line pragma Singleton , which marks it as a singleton object. The base class for our object is the SlotMachineModel , which is why we can also use our configuration object to initialize the SlotMachine component.

The important property for this initialization is the symbols property. It is required that this property holds a JavaScript object that defines all our symbols as properties, which themselves contain the frequency setting for that symbol and some custom data.

The custom data for each symbol is the place where we can add our additional configuration data like the win factors for each symbol.

We decided to not only add the win factors as custom data, but also the source of the image that should be displayed for the symbol.

This way, you can easily remove or add symbols later with the desired and symbol image and win factors. In addition, we can add some functions to our class that help us to access our configuration data.

That was already the first step to create a singleton. What's left is to declare a QML type for our singleton object. This declares that the type SymbolConfig with version 1.

With this, we configured all the data we need to set up our SlotMachine. We want to create a custom slot machine based on the configuration we just added.

As mentioned before, the SlotMachine component helps us to easily set up a slot machine. The main part to get a SlotMachine to work is to specify its model and delegate properties.

As we use the SlotMachineModel to set the data for our slot machine, we can move on to defining the appearance of our symbols. Create a new folder slotmachine in your qml directory and add the following Symbol.

The symbol item is quite simple: It contains an Image and allows to set the image source using a property alias. We fill the whole item with the Image and add a margin at the top and the bottom.

Note: We do not set a fixed width for the item at this point. This is because we want to set the total size of the slot machine with the symbols based on the available screen size.

To be able to do that, we don't specify a width and height for the items initially. The SlotMachine component then automatically sets the item size, if we configure some properties for the default width and height of the items.

The line import ".. We then base our custom slot machine on the SlotMachine component and set it up to display three rows and five reels.

For the model, we can simply pass our singleton configuration object. The slot machine then creates the symbol items, that are defined by the delegate property, with the data of our model.

Within the delegate, you can use some special properties to access the data of the SlotMachineModel you created:. After the model and delegate definitions, we also add two images.

One that fills the slot machine with a background, another shows white lines as a border between the reels. This image is placed above the background and the created symbols by setting the z property.

After we state import "slotmachine" , we can add the component. We anchor it in the center of the scene and specify the default width and height for the items and reels.

As we didn't set a specific height for our symbols, the default values are used for all of them. When you hit play, this already look quite good.

But at a closer look, the fixed height allows blank areas above or below the slot machine. The slot machine is displayed correctly, but the fixed height might lead to blank areas.

Let's correct that! And while we're at it, we can also bring everything to life by adding a handler to the spinEnded signal and implementing the startSlotMachine function.

We start with aligning the whole slot machine below the top bar. But the topbar image also includes a shadow at the bottom.

So we move the slot machine 10px upwards to let the topbar and the slotmachine overlap a bit. Because the top bar is placed on top of the slot machine, it casts its shadow upon it.

The same applies to the bottom bar. Only that in this case, the height of the slot machine is set accordingly to let it overlap with the bottom bar.

After setting a dynamic height for the slot machine based on the available space, we also calculate the width and height of the symbols accordingly.

And as the last step we also scale the spin velocity along with the item height. If we didn't set a dynamic movement velocity, a slot machine with smaller symbols would appear faster.

For the startSlotMachine function, we only execute a new spin if the player has enough credits and the slot machine is not currently running.

We also set bottomBar. We then reduce the player credits and start a new spin. To stop the slot machine, we pass a random interval between and ms to the spin function.

The slot machine automatically stops after that time has passed and the spinEnded signal is fired. After every spin, we deactivate the start button again and restart the slot machine if we're on autoplay.

If you run the game at this point, you can already watch the symbols line up and your credits decline for every spin.

I know what you are thinking now: "What? I got three captains in a row and didn't win anything?! Before we go into the details of how to check if the player has won, you should know about the concept of multiple winning lines.

In modern slot machine games, there is not only one line on which the player can win. Having multiple lines, that span from the left side of the slot machine to the right side, increases the chances that some symbols form a line of three or more.

That is why, also in this game, we have a total amount of 9 lines on which the player can win. Our game uses 9 winning lines.

Each of them draws a path from the left side of the slot machine to the right. Our goal is implement a winning line on a general level and then easily add the different lines just by specifying some variables like the path of this line, that can be described as a list of positions on the slot machine.

Each specific line instance should have all the data and features to check if the player has won on that line. The implementation of the winning lines is the most complex part of this tutorial so be sure to get yourself some coffee and activate your brain cells!

Well, to be honest, it is not that hard to define the positions of the slot machine, that are part of the line, or to check if there are matching symbols on that positions.

The part that is a bit tricky, is how to show the user that he won on a line, how much he has won, and which symbols on that line are responsible for the win.

It is possible to change the symbols in the slot machine to display them as winners, but all the changes of a symbol within the slot machine may also affects the slot machine itself.

This is especially problematic if you change the width or height of an item within the slot machine, as all the animations and the positioning of the symbols are based on the assumption that all the items are the same size.

In addition, we want to draw the winning line above the whole slot machine component, but display the symbols that won as a part of the line.

Each winning line is displayed above the slot machine and contains the winning symbols and the win amount. That is why we won't make any changes to the slot machine itself.

We are going to show the line above the slot machine and dynamically draw the symbols that make up the line whenever a win occurs.

And to top all of that, the line itself and the symbols we draw, should perfectly fit above the slot machine, that has a different size on every device.

Your brain hurts already? Don't be afraid, we are going to add all of this step-by-step until everything works the way we want it to.

There are two main problems to solve:. The first question couldn't be answered easier: We already created the images for each line in a way that perfectly fits the slot machine.

This is something we took care of during the design of the game. If the image of a line has the same height as the slot machine, the line is perfectly aligned and fits the rows and columns of the slot machine.

As for the second question, we will take several steps to realize the dynamic creation of the winning symbols:. Let us skip the validation step for now and focus on step three.

The item for a winning line is configured to automatically fill the size of its parent item. Because of this setup, we can add all the different lines to one container item, that matches the height of the slot machine.

Every winning-line item then also perfectly fits above slot machine. We then declare some properties, that allow us to configure each line or memorize data for internal usage.

The internal properties all start with two underscores to avoid misunderstandings. We then only add two elements to our line.

The line image, that we configure for each line, and a special area that we use as the container item for the line symbols we create. The reason for this item is the requirement of a container that matches the size of the slot machine.

The line item itself only matches the slot machines height, but not its width. We want to position the text for the win amount and the line symbols correctly above the slot machine, which is why we need this container.

The win amount is already part of the container from the beginning. The symbols are then added whenever the drawLineSymbols function is called.

We place the line symbols relative to the symbol area, which matches the slot machine size. The dynamic creation of objects is possible with the Qt.

We use this command to load the LineSymbol. We then create each object by passing the property configuration and the target container to the createObject method of the component we loaded.

Of course, all the properties that we set for the line-symbols are also going to be part of LineSymbol QML component. Let us create the component by adding a new file LineSymbol.

Luckily, nothing really complex happens within this component. We define a Rectangle, to set the a background, and add an Image to show the symbol image.

The image also contains a Rectangle to realize a colored border. The color property defines the color for both the background and the border rectangle.

To display the correct image, we add a type property and then use our symbol configuration to get the image source for the desired symbol type.

That's all the magic. With this, you already finished the code to display a winning line. Next up is the part we left out before: Validating a line to check if there is a group of matching symbols.

Typical slot games implement this check in the following way:. After you check the current symbols in that way, you can decide how to handle the result.

To keep it simple, we are only going to give a reward in form of credits to the player when the line contains at least three symbols.

The win factor, that determines the credit amount that is won, is already part of our symbol configuration. Besides the function itself, we also added an import to load our symbol configuration with all the win factors.

After checking the line symbols, the function returns false if it finds less than three matching symbols. Otherwise, it calculates and sets the winAmount property, triggers the drawLineSymbols function and then returns true.

These properties define the symbols and positions for the drawLineSymbols function. The function parameter machine will hold a reference to the slot machine component.

We use this reference to access the currently visible symbols of the slot machine. Also, we pass it to the drawLineSymbols function, where it is used to correctly set the size of the container item, that holds the dynamically created symbols.

Now you can relax! In the previous step, you prepared a generic component, that can calculate and then visualize any winning line. And all the effort, that you put into creating this component, will now pay off.

What we are going to do next, is to create a new validator component, that will contain all of the winning lines we want in our game.

And after that, we can trigger the validation of all the lines with a single command. Sounds good? Then let us create a new file WinValidator. Then add the following code that sets up the very first winning line of our game.

If you look at these few lines, you can definitely be proud. Our validator component now contains a fully usable winning line. We just set the source of the line image, the background color for the symbols we draw on the line, and the slot positions that make up the line.

And by a simple call to the validate function, the line can check the slot positions, calculate the win amount and draw the symbols that make up the win.

Note that we hide the lines with visible: false initially. We are going to show them after we determined that they have won.

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