This post isn't very popular... I'm kind of just talking to myself. :S
Anyway!
Got about 30 minutes in today, then ran out of time, so a couple of the things I'm working on are unfinished.
First up: White wool is for Players 1,2. White Clay is for Players 3,4. Iron is for Players 1,3. Gold is for 2,4.
At the current moment of time, the biggest screens poll(Indicating player number AND their winning hand) is in the lead. Therefore, I'm going to start building in that direction. I have to take the hands from before they are calculated(Since calculating deletes any hands that are draw) and I will take the highest selection from those. The regular winning detection will be used to cancel out the non-winners hand, and then the highest signal will be taken and used to output on the screens.
Pictures:
Iron and Gold signals being calculated with White Wool/Clay.
Hand signals being lifted before the calculation process:
Hands being cancelled based on winning player:
Wool Line heading towards where the Clay winners will be cancelled:
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Encountering LOTS of stupid piston bugs that might cause this entire thing to not work. =/ I would hate to have a little bug ruin Poker, but pistons keep doing strange things like acting as BUD's when they shouldn't, and acting as if they receive a 1-tick pulse and leaving their block in the pushed position while being retracted.
Anyway. 1 hour in. I worked a little bit more on bussing. I found a bug that /I/ made. Regarding the Up/Down Comparator. I forgot to take the signals out before that. This caused hands to not be forwarded properly. Oh well. Got those all fixed up! Sorted the victory lines. They are now sorted to Blue/Red and Wool/Clay. Basically a quick decoder will tell the victor, and the hand has also been outputted. That is big progress! I played with it a bit and tested some things, but basically that means that the winning detection is done!
Now the hard part... Next up on our list to do User Interface, game room, and the computer that allows for hands to be discarded and re-drawn. On top of that, a turn feature, and finally, the winning announcement. As of now, it looks like we are going to do screens... Which disappoints me because they add a TON of lag and space.
Well, here's our pictures for the day:
First up, re-wiring the hands to go around the Up/Down Comparator. (Two pictures. Each side. Also visible- a bug that I accidentally did that messed some stuff up.)
The winning hands. If any hand is inputted, at least 2 of these will light up. Clay is shown by white clay, Gold is red, Iron is Blue, and Wool is White Wool.
Just designed the rough draft for the player area. Only designed P1, but the other players will be very similar, just slightly colored differently. Anybody that wants to help me with ideas at this point, they are MORE than welcome. I'm NOT creative and have a hard time designing aesthetics.
Anyway. This is roughly how I am planning the user interface and areas to look like.
Front view
Entry-way?
Player #
Game Progress
Outside the front window:
Looking in from another player
The first picture shows the room standing at the back. You can see the interface on the left(3 buttons), counter in the center, as well as the game progress on the right. I'll go over those in a minute.
Second picture is simply an entryway. This will likely be changed.
Third picture is the back of the room, telling you which player you are.
Fourth is the game progress/hopper line.
Fifth is what you see looking out the window
Finally, sixth is looking in from another players perspective.
User Interface(3 buttons)
Button #1- Reset
This resets the game at any point back to the beginning.
Obviously, main use is resetting after the game finishes.
Can ONLY be used in agreement with everybody else.
Will blink Player's first progress light
Button #2- Back
Basically 'UNDO'
Returns any bets, cards, or ante's back to player.
CANNOT be used after 'Ready' has been selected for that step.
Button #3- Ready
Moves Player to next step.
Confirms bets, discards, and ante.
Finalizes game after final bets- displays winner(In agreement with everybody else)
Game Progress(Lamps)
Lamp #1- Ante
ON: Player present. (Ante received)
Blinking: Player has selected to reset the game
OFF: No Player present (Will not be in game)
Lamp #2- Dealing
ON: Player's turn to discard cards
Blinking: Player does not have full hand- cards are being dealt.
OFF: Player has a full hand. (5 Cards)
Lamp #3- Betting
ON: Betting sequence active. (Not your turn)
Blinking: Betting sequence active. (Your turn to see or raise bet) [Might switch ON and Blinking]
OFF: Betting sequence inactive.
Hopper Line-
Receives any item inputs from players. (Bets and discarded cards)
An incorrect item thrown in will disqualify player from game.
A player can hit back to return items in the case of an accidental drop.
Once a Player presses the 'Ready' button, everything placed is finalized.
5-Counter- Displays #'s at certain points in the game
Generally: Displays number of cards a player has.
During betting sequence, displays how much a player is betting. (At the moment, the max is 5 per game)
Upper screen:
Displays a players hand in short script. (Pair, Str, High, Flush, 2P 3K, 4K, etc.[Conserves space])
Smaller screens:
Left: Winner's high card
Right: Winner Player number.
OR these screens will tell EVERY player's hand(Above the corresponding player), and the winning player's number will be placed in lower right hand screen.
Just designed the rough draft for the player area. Only designed P1, but the other players will be very similar, just slightly colored differently. Anybody that wants to help me with ideas at this point, they are MORE than welcome. I'm NOT creative and have a hard time designing aesthetics.
One thing you could try is to use redstone lamps instead of glowstone in the actual player rooms, and something like black wool between the screens. personally I don't like the look of glowstone because it's just so textured, and it doesn't really go with the sandstone or wool very well. I really like how you made the screens all facing each other though, I'll have to remember that if I ever do a game like this
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I like to do redstone builds on my channel, and I can probably help you with your in game troubles.
Good ideas! I'll have to be careful with lamps on the floor though... There is going to be a lot of red stone stuff underneath.
As for the screens facing each other, I figured that would be the most compact way to do it! My last one was awful and HUGE. Originally I just planned for the players to be facing each other. I wasn't going to have screens at all. Luckily I managed to cram those in though.
Also- opinions on the Sandstone? I personally don't like it. However, I'm not sure what else to make it.
I do kinda like the color of the sandstone, but that may be just because it is appealing to my ocd and matching the color of the ground If you want to try something else, try to find something with a smoother texture, just so that the walls look less busy, and the player's focus is directed towards the buttons.
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I like to do redstone builds on my channel, and I can probably help you with your in game troubles.
Ah, the glories of OCD. Haha. I'm still trying to find something better. I would do Redstone lamps, the only problem is all the other places I'm using them. It could get really confusing and mixed up with redstone lamps being decoration AND part of the game. On top of that, they need power and there will be lots of things that can get... contaminated? by their power. I want the player rooms to be lit up though. Fancy, too.
Anyway. Today was about 30 minutes of moving stuff and planning. I added in lines that will carry each player's hand to their respective screens. Because we have this, I took away the final hand lines that were next to the victory detectors.
... That's all I got done today. Haha. Here are pictures with what was done as well as explanations for future plans.
New lines: (Colors represent each player)
Removed old lines:
This is on the opposite side of the card circuit from the decoder. This is where the item sorters and outputs are. There will be water lines carrying items around to sort them, and water lines carrying items to and from the players. Unfortunately, this will probably be a little bit slow. What I'm thinking is that when the game starts, it will do the entire drawing sequence before-hand. Maybe select 30 cards or so to spit out. These cards will sit in a chest or something, waiting to be drawn. Once the players ante up, the cards will be loaded into a dispenser, and fired into specific water-ways for each player that opted into the game. The only problem I can see is that my original plan was to stick the items into sorters that hold on to 1 item and let the next item through, and that's how it knows which cards which player has later on when they discard them. To fix that, I could just have the entire card circuit run separately on it's own, keeping the hands full at all times. It would still be just as random, I believe, but technically the hands would be predetermined. Any thoughts?
This is where the hand 'counters' will be. These will be circuits that control the RAM that are based on how many cards each player has in their hand.
Lastly, this is where the screens/player area will be. As of now. Since the beginning, this has been the 'back' side, but I'm running out of room on the front. So for now, the player area will be on the back side.
Sorry it's been a few days. Again, super busy. Plus I'm not getting very much motivation, so it's hard to give this thing time where that time could be put into other things.
However, I got about an hour and a half in today. Built a little bit of the money sequence and rearranged the player room.
This gold circuit(Will be recolored. Gold just happened to be the block I was holding when I started building it.) is part of the input from the player. When betting, the player will input gold (nugget, ingot, or block) and it will be sorted and counted. This big mechanism is a (probably inefficient) item counter+calculator. Once you hit 10 items, it loops over and becomes the next item up. The input will be item sorters that will be activated only during the betting sequence. Depending on the sequence of the game, specific sorters will be active to receive certain items. An incorrect item will disqualify you from the game.
Next up: Player room changes.
I've yet to change the glowstone, as I kind of like how it fits, but I am still open to suggestions. If something that fits better is suggested, it will be used. I did a whole bunch of reorganizing, and this is the current product. It is still subject to change, but as of now, this is close to how it will look. There is now a single lamp directly above the Player area. This is to let the other players know if that player is going to be active in the next game. By putting in an ante, this light will come on and the player is then active. Next thing you'll notice is that I removed the 'P1' from the back wall and it has been replace with a 9x3 section of lamps. These will reflect the player's current bet. The bottom row is nuggets(1), second row is ingots(10) and the top row is blocks(100). I was going to have the steps be by 9, as per craft, and am likely going to revert to that. We'll see. I may instead put the player number below the player rooms, or instead have two numbers, both reflecting the player, and place them on the walls to the side of the betting screens.
Finished off the money converter/circuit. Placed it in the approximate relative location with the player rooms, and recolored it. Cyan is now the money circuitry.
Also designed the RAM and computing that handles the dealing. Pink is now the Dealing circuits.
I used the strength of pulses to determine how much of each and to narrow down the amount of size greatly. I believe people call this RedCoding? I don't know. That's how I did it, and it works. Haha. The circuitsconverts 9 of the previous item to the next. That means 1 Gold Block = 9 Gold Ingot = 81 Gold Nugget. There is a maximum of 819([81*9]729+[9*9]81+[9*1]9) per play. Anymore input than that will be lostThat should be MORE than plenty, since as of right now I am thinking of giving each player 100-500 to start with. You can bet more, but it will not be counted.
This is the full Dealing circuitry(So far)
It controls the Card RAM and also the Hand RAM(built-in). The circuit checks to see if anybody needs a card. If they do it deals a card to the next active player that needs a card.
On the very left, you can see the pulse limiter that activates this player's next card drawn. If the player doesn't need any cards, it simply bypasses them.
The middle section is very similar to the circuit I used in the very beginning for the cards. It detects if has been drawn, and if it has, carries the signal to the next. We take advantage of this by only having one input work for every card.
The 5 repeaters on the back are going to be connected to the discarding circuit. They are basically single resets, which will deactivate that card and make it able to be re-drawn.
The right side is a pulse limiter followed by a pulse extender. This is to create a long but limited pulse. This pulse goes into the Card RAM so that it opens and closes to save the memory of the current card drawn. Underneath, there are some torches that connect to the first section and lets it know whether or not the hand is full.
This is the driving circuit. It's a timer that is usually inactive. It activates when the two signals feeding into it are off. These two signals, first off, the bottom underneath lines from all the hands. If any are missing a card, this signal turns off.The other input, which is incomplete at the moment, is the 'draw sequence' meaning it's time for the cards to be dealt. THAT signal will also be activated after each card is drawn in order to make sure a player receives the card so none are burned.
The timer is attached to a simple shift register, which is connected to the pulse limiter which signals each hand sequence.
Alrighty! Another 2 hours today.
Used another RedCoder to extend the card selection to the card de-selection and hand controller. The hand controller determines who gets the cards based on the shift register used previously.
Next I built a double dropper and attached it to all the cards. I then built a wall around them, made a couple sorters to bring the items back to their position later, and finally, the part that was the worst, I filled them all up with their corresponding cards. O.o That took a little while...
Here's the pictures!
RedCoder from shift register:
Receiving end, plus the hand controller:
The double droppers:
Massive wall with all the double droppers, sorters, and collecting unit:
The reason I'm using double droppers is because one card will go to the player, and one card will sit in the hand controller. Using the adjustable item detector (designed by munin295) that I posted previously, one item will be held in the hand controller and the other will go to the player. Later on, if a player chooses to discard any cards, this will be able to check which card he/she discards and remove it from their hand appropriately.
EDIT: Message from the future- another idea to speed up the card drawing system. Remove the entire card drawing system. Pre draw all of the cards. Store in a chest. Cards will stack in the chest and be drawn from the chest in order with Hoppers. Control the hopper to remove two items at a time. Use an item sorter to detect which cards are pulled out. The pre-draw will eliminate all of the drawing time, although more time for the sorting.
2 more hours! Mostly bugfixing and planning... Therefore, no pictures. I should be able to get a good amount of work done tomorrow though.
I probably should have posted this in the mechanisms instead of Creations section if I wanted more hits, but oh well.
I'm pretty sure this is a unique build, but is it impressive at all? Or is it just going to die down after I finish building it? Haha.
After this project, I may take up an old unfinished project of mine, and finish up the old map that I was working on... I stopped after the Redstone Update, so there are TONS of things I need to fix and change... Possibly might even redo the entire thing... :S
That, or I may do a number of other projects I've got in mind.
Maybe do the virtual pet. Those have a little personal meaning to me, so I would be sure to do it right. Not just a face on a screen that gets happy if you feed it. I'm talking full detail, favorites, dislikes, cleaning up after it, mini-games, etc. The whole shebang.
The other idea I've been trying to think of is a fully randomized maze project. That one will definitely be tough. Very high amount of calculations and logic involved, whereas most of my projects are simply large and lots of work put into them.
Any ideas from you guys?
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An addiction inside and addiction. I can't wait! This is an awesome idea. It blows my mind to see creations like this.
I couldn't tell from your pictures (or maybe I didn't look hard enough) but are you using any command blocks, if not are you making plans to use command blocks at all? I'm not sure if you're a purest lol.
In this build, no. I will not be using any command blocks whatsoever. I'm a purist in the sense that if I say I'm making a creation that's 100% Redstone, I will not use command blocks. However, I'm not against them. I do plan on using Command Blocks in the future for other projects. Command Blocks would make this SO much easier.... Especially wireless Redstone... No bussing necessary... O.o Haha.
This is completely Command Block free.
The problem right now is how slow it is... I don't have any idea how to make it any faster though. It's already 2-3x the speed of my first one, but there is still a 10-20 second delay between each card. 5 cards for 4 players means 200-400 seconds(3-7 minutes) to draw the hand! Unless, of course, the hand was pre-drawn... I may do that...
The main problem is that 5-10 seconds of the drawing sequence delay is intentional to prevent bugs like multi-cards drawn at once or burning a bunch of them.
Got 2 hours of work in so far today! Been bug-fixing for a little while, but the essentials are done! The system now deals cards out, 1 player at a time, 5 cards each. It remembers who has which card to be discarded later, and also inputs into the RAM and winning detection. Right now there are... Quite a few bugs including:
Failure to write to RAM. (This also causes the game to 'freeze' or stop the drawing sequence, since it only draws another card after the previous one has been saved)
Double-draws. I'm not sure how this is happening, but every now and then the system will draw two cards at the same time... This would normally be a problem, but it appears that the drawing sequence still works 100% even when it happens... So... I'm clueless.
There was a bunch more, but I've fixed them!
Bug fixes today:
Skipping players when dealing
Sorting cards to improper places
Item elevator issues
Items getting stuck on their way to be sorted and/or dealt
I'll be posting pictures later.
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Fixed items being discarded breaking the entire sorting system.
Fixed some RAM components not putting out a signal when written to.
Current issues:
Takes 30 seconds to draw a card
Occasionally double draws
Apparently I messed up the order of players at some point, because the hands are mixed up. (easy fix)
Sometimes doesn't draw a full hand (May fix this by having each individual card allow the system to continue instead of doing it generally... This may cause the system to be even slower... :S)
45 minutes this morning. Mainly just looking for bugs and trying to speed it up. Looks like I'm down to approximately 10-15 seconds per card instead of 30+. That's a great improvement... As long as it doesn't cause instability...
Another bug fix I tried was changing the decoder slightly so the times are more in-sync. That's all I had time for this morning.
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In this build, no. I will not be using any command blocks whatsoever. I'm a purist in the sense that if I say I'm making a creation that's 100% Redstone, I will not use command blocks. However, I'm not against them. I do plan on using Command Blocks in the future for other projects. Command Blocks would make this SO much easier.... Especially wireless Redstone... No bussing necessary... O.o Haha.
This is completely Command Block free.
The problem right now is how slow it is... I don't have any idea how to make it any faster though. It's already 2-3x the speed of my first one, but there is still a 10-20 second delay between each card. 5 cards for 4 players means 200-400 seconds(3-7 minutes) to draw the hand! Unless, of course, the hand was pre-drawn... I may do that...
The main problem is that 5-10 seconds of the drawing sequence delay is intentional to prevent bugs like multi-cards drawn at once or burning a bunch of them.
Got 2 hours of work in so far today! Been bug-fixing for a little while, but the essentials are done! The system now deals cards out, 1 player at a time, 5 cards each. It remembers who has which card to be discarded later, and also inputs into the RAM and winning detection. Right now there are... Quite a few bugs including:
Failure to write to RAM. (This also causes the game to 'freeze' or stop the drawing sequence, since it only draws another card after the previous one has been saved)
Double-draws. I'm not sure how this is happening, but every now and then the system will draw two cards at the same time... This would normally be a problem, but it appears that the drawing sequence still works 100% even when it happens... So... I'm clueless.
There was a bunch more, but I've fixed them!
Bug fixes today:
Skipping players when dealing
Sorting cards to improper places
Item elevator issues
Items getting stuck on their way to be sorted and/or dealt
I'll be posting pictures later.
I completely understand and totally respect that. I personally haven't even touched command blocks other than to prevent rain and keep it daytime on my test world. But the things you can do with them are quite astounding.
Yeah that is a long time to wait for one hand lol. But I'm sure a mastermind like you will figure something out.
You mentioned a randomized maze in one of your posts. I should imagine command blocks would be the way to go for that one. I'm also really interested in that idea. I'll keep an eye out for if and when you pick that project up. In the meantime, I'm fascinated with your poker build here! Great work!
I completely understand and totally respect that. I personally haven't even touched command blocks other than to prevent rain and keep it daytime on my test world. But the things you can do with them are quite astounding.
Yeah that is a long time to wait for one hand lol. But I'm sure a mastermind like you will figure something out.
You mentioned a randomized maze in one of your posts. I should imagine command blocks would be the way to go for that one. I'm also really interested in that idea. I'll keep an eye out for if and when you pick that project up. In the meantime, I'm fascinated with your poker build here! Great work!
Good to know! Thank you for the support! I've actually been putting a lot of thought into the randomized maze. I built a rough draft today. This one doesn't have a guaranteed pathway to the end, but honestly I don't think I'm planning on it having one in the project that I'm going to be working on that incorporates it. As of now, it works fairly well! It wasn't nearly as difficult as I thought it would be.
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Good to know! Thank you for the support! I've actually been putting a lot of thought into the randomized maze. I built a rough draft today. This one doesn't have a guaranteed pathway to the end, but honestly I don't think I'm planning on it having one in the project that I'm going to be working on that incorporates it. As of now, it works fairly well! It wasn't nearly as difficult as I thought it would be.
That's good to hear! Wow no guaranteed pathway to the end? What are you planning on using it for? Is it a secret?Well I'm looking forward to seeing how you use it in another project.
And to stay on topic keep up the good work with your poker project. When do you estimate you'll have it finished?
It's part of a map I started a long time ago but never finished. It's got a maze in it that will randomize every day. Some days you may not be able to solve it. It will have randomized chests and things too. Probably going to be multilayered... The redstone for it is going to be huge... :S As of right now, the non-guaranteed pathway maze takes up about 8x8x6 per cell... It's pretty large.
As for the Poker Project... If I had the time to work on it as much as I need and kept up the inspiration (I lost inspiration today, thus the construction of the maze)... I could probably have it done in the next week or so. Unfortunately, I'm very easily distracted, I have VERY little time, and have a tendency of losing inspiration when it comes to ending projects... Which is a problem. I get frustrated with bugs and things not working perfectly.
I'm going to estimate another 20-40 hours of work. That could be way off, but I think it will be close to that. There may be a few things I need to redo in order to make it work more efficiently. Plus I still have to do all of the player interaction stuff, which is a pain to get right.
As of right now, it basically does what it needs to do, just not very well. Haha.
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It's part of a map I started a long time ago but never finished. It's got a maze in it that will randomize every day. Some days you may not be able to solve it. It will have randomized chests and things too. Probably going to be multilayered... The redstone for it is going to be huge... :S As of right now, the non-guaranteed pathway maze takes up about 8x8x6 per cell... It's pretty large.
As for the Poker Project... If I had the time to work on it as much as I need and kept up the inspiration (I lost inspiration today, thus the construction of the maze)... I could probably have it done in the next week or so. Unfortunately, I'm very easily distracted, I have VERY little time, and have a tendency of losing inspiration when it comes to ending projects... Which is a problem. I get frustrated with bugs and things not working perfectly.
I'm going to estimate another 20-40 hours of work. That could be way off, but I think it will be close to that. There may be a few things I need to redo in order to make it work more efficiently. Plus I still have to do all of the player interaction stuff, which is a pain to get right.
As of right now, it basically does what it needs to do, just not very well. Haha.
It's all right. We all get like that sometimes. Well, it's a fantastic build and I, for one, am very impressed with what you've done. I can't even begin to wrap my mind around something like this. Very impressive.
Anyway!
Got about 30 minutes in today, then ran out of time, so a couple of the things I'm working on are unfinished.
First up: White wool is for Players 1,2. White Clay is for Players 3,4. Iron is for Players 1,3. Gold is for 2,4.
At the current moment of time, the biggest screens poll(Indicating player number AND their winning hand) is in the lead. Therefore, I'm going to start building in that direction. I have to take the hands from before they are calculated(Since calculating deletes any hands that are draw) and I will take the highest selection from those. The regular winning detection will be used to cancel out the non-winners hand, and then the highest signal will be taken and used to output on the screens.
Pictures:
Iron and Gold signals being calculated with White Wool/Clay.
Hand signals being lifted before the calculation process:
Hands being cancelled based on winning player:
Wool Line heading towards where the Clay winners will be cancelled:
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Anyway. 1 hour in. I worked a little bit more on bussing. I found a bug that /I/ made. Regarding the Up/Down Comparator. I forgot to take the signals out before that. This caused hands to not be forwarded properly. Oh well. Got those all fixed up! Sorted the victory lines. They are now sorted to Blue/Red and Wool/Clay. Basically a quick decoder will tell the victor, and the hand has also been outputted. That is big progress! I played with it a bit and tested some things, but basically that means that the winning detection is done!
Now the hard part... Next up on our list to do User Interface, game room, and the computer that allows for hands to be discarded and re-drawn. On top of that, a turn feature, and finally, the winning announcement. As of now, it looks like we are going to do screens... Which disappoints me because they add a TON of lag and space.
Well, here's our pictures for the day:
First up, re-wiring the hands to go around the Up/Down Comparator. (Two pictures. Each side. Also visible- a bug that I accidentally did that messed some stuff up.)
The winning hands. If any hand is inputted, at least 2 of these will light up. Clay is shown by white clay, Gold is red, Iron is Blue, and Wool is White Wool.
Finished bussing the top hand forwarding.
The final output- Victor followed by their hand.
Front view
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Anyway. This is roughly how I am planning the user interface and areas to look like.
Front view
Entry-way?
Player #
Game Progress
Outside the front window:
Looking in from another player
The first picture shows the room standing at the back. You can see the interface on the left(3 buttons), counter in the center, as well as the game progress on the right. I'll go over those in a minute.
Second picture is simply an entryway. This will likely be changed.
Third picture is the back of the room, telling you which player you are.
Fourth is the game progress/hopper line.
Fifth is what you see looking out the window
Finally, sixth is looking in from another players perspective.
User Interface(3 buttons)
Button #1- Reset
Game Progress(Lamps)
Lamp #1- Ante
Hopper Line-
5-Counter- Displays #'s at certain points in the game
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One thing you could try is to use redstone lamps instead of glowstone in the actual player rooms, and something like black wool between the screens. personally I don't like the look of glowstone because it's just so textured, and it doesn't really go with the sandstone or wool very well. I really like how you made the screens all facing each other though, I'll have to remember that if I ever do a game like this
I like to do redstone builds on my channel, and I can probably help you with your in game troubles.
As for the screens facing each other, I figured that would be the most compact way to do it! My last one was awful and HUGE. Originally I just planned for the players to be facing each other. I wasn't going to have screens at all. Luckily I managed to cram those in though.
Also- opinions on the Sandstone? I personally don't like it. However, I'm not sure what else to make it.
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I like to do redstone builds on my channel, and I can probably help you with your in game troubles.
Anyway. Today was about 30 minutes of moving stuff and planning. I added in lines that will carry each player's hand to their respective screens. Because we have this, I took away the final hand lines that were next to the victory detectors.
... That's all I got done today. Haha. Here are pictures with what was done as well as explanations for future plans.
New lines: (Colors represent each player)
Removed old lines:
This is on the opposite side of the card circuit from the decoder. This is where the item sorters and outputs are. There will be water lines carrying items around to sort them, and water lines carrying items to and from the players. Unfortunately, this will probably be a little bit slow. What I'm thinking is that when the game starts, it will do the entire drawing sequence before-hand. Maybe select 30 cards or so to spit out. These cards will sit in a chest or something, waiting to be drawn. Once the players ante up, the cards will be loaded into a dispenser, and fired into specific water-ways for each player that opted into the game. The only problem I can see is that my original plan was to stick the items into sorters that hold on to 1 item and let the next item through, and that's how it knows which cards which player has later on when they discard them. To fix that, I could just have the entire card circuit run separately on it's own, keeping the hands full at all times. It would still be just as random, I believe, but technically the hands would be predetermined. Any thoughts?
This is where the hand 'counters' will be. These will be circuits that control the RAM that are based on how many cards each player has in their hand.
Lastly, this is where the screens/player area will be. As of now. Since the beginning, this has been the 'back' side, but I'm running out of room on the front. So for now, the player area will be on the back side.
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However, I got about an hour and a half in today. Built a little bit of the money sequence and rearranged the player room.
This gold circuit(Will be recolored. Gold just happened to be the block I was holding when I started building it.) is part of the input from the player. When betting, the player will input gold (nugget, ingot, or block) and it will be sorted and counted. This big mechanism is a (probably inefficient) item counter+calculator. Once you hit 10 items, it loops over and becomes the next item up. The input will be item sorters that will be activated only during the betting sequence. Depending on the sequence of the game, specific sorters will be active to receive certain items. An incorrect item will disqualify you from the game.
Next up: Player room changes.
I've yet to change the glowstone, as I kind of like how it fits, but I am still open to suggestions. If something that fits better is suggested, it will be used. I did a whole bunch of reorganizing, and this is the current product. It is still subject to change, but as of now, this is close to how it will look. There is now a single lamp directly above the Player area. This is to let the other players know if that player is going to be active in the next game. By putting in an ante, this light will come on and the player is then active. Next thing you'll notice is that I removed the 'P1' from the back wall and it has been replace with a 9x3 section of lamps. These will reflect the player's current bet. The bottom row is nuggets(1), second row is ingots(10) and the top row is blocks(100). I was going to have the steps be by 9, as per craft, and am likely going to revert to that. We'll see. I may instead put the player number below the player rooms, or instead have two numbers, both reflecting the player, and place them on the walls to the side of the betting screens.
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Finished off the money converter/circuit. Placed it in the approximate relative location with the player rooms, and recolored it.
Cyan is now the money circuitry.
Also designed the RAM and computing that handles the dealing.
Pink is now the Dealing circuits.
I used the strength of pulses to determine how much of each and to narrow down the amount of size greatly. I believe people call this RedCoding? I don't know. That's how I did it, and it works. Haha. The circuits converts 9 of the previous item to the next. That means 1 Gold Block = 9 Gold Ingot = 81 Gold Nugget. There is a maximum of 819([81*9]729+[9*9]81+[9*1]9) per play. Anymore input than that will be lostThat should be MORE than plenty, since as of right now I am thinking of giving each player 100-500 to start with. You can bet more, but it will not be counted.
This is the full Dealing circuitry(So far)
It controls the Card RAM and also the Hand RAM(built-in). The circuit checks to see if anybody needs a card. If they do it deals a card to the next active player that needs a card.
On the very left, you can see the pulse limiter that activates this player's next card drawn. If the player doesn't need any cards, it simply bypasses them.
The middle section is very similar to the circuit I used in the very beginning for the cards. It detects if has been drawn, and if it has, carries the signal to the next. We take advantage of this by only having one input work for every card.
The 5 repeaters on the back are going to be connected to the discarding circuit. They are basically single resets, which will deactivate that card and make it able to be re-drawn.
The right side is a pulse limiter followed by a pulse extender. This is to create a long but limited pulse. This pulse goes into the Card RAM so that it opens and closes to save the memory of the current card drawn. Underneath, there are some torches that connect to the first section and lets it know whether or not the hand is full.
This is the driving circuit. It's a timer that is usually inactive. It activates when the two signals feeding into it are off. These two signals, first off, the bottom underneath lines from all the hands. If any are missing a card, this signal turns off.The other input, which is incomplete at the moment, is the 'draw sequence' meaning it's time for the cards to be dealt. THAT signal will also be activated after each card is drawn in order to make sure a player receives the card so none are burned.
The timer is attached to a simple shift register, which is connected to the pulse limiter which signals each hand sequence.
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Used another RedCoder to extend the card selection to the card de-selection and hand controller. The hand controller determines who gets the cards based on the shift register used previously.
Next I built a double dropper and attached it to all the cards. I then built a wall around them, made a couple sorters to bring the items back to their position later, and finally, the part that was the worst, I filled them all up with their corresponding cards. O.o That took a little while...
Here's the pictures!
Receiving end, plus the hand controller:
The double droppers:
Massive wall with all the double droppers, sorters, and collecting unit:
The reason I'm using double droppers is because one card will go to the player, and one card will sit in the hand controller. Using the adjustable item detector (designed by munin295) that I posted previously, one item will be held in the hand controller and the other will go to the player. Later on, if a player chooses to discard any cards, this will be able to check which card he/she discards and remove it from their hand appropriately.
EDIT: Message from the future- another idea to speed up the card drawing system. Remove the entire card drawing system. Pre draw all of the cards. Store in a chest. Cards will stack in the chest and be drawn from the chest in order with Hoppers. Control the hopper to remove two items at a time. Use an item sorter to detect which cards are pulled out. The pre-draw will eliminate all of the drawing time, although more time for the sorting.
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I probably should have posted this in the mechanisms instead of Creations section if I wanted more hits, but oh well.
I'm pretty sure this is a unique build, but is it impressive at all? Or is it just going to die down after I finish building it? Haha.
After this project, I may take up an old unfinished project of mine, and finish up the old map that I was working on... I stopped after the Redstone Update, so there are TONS of things I need to fix and change... Possibly might even redo the entire thing... :S
That, or I may do a number of other projects I've got in mind.
Maybe do the virtual pet. Those have a little personal meaning to me, so I would be sure to do it right. Not just a face on a screen that gets happy if you feed it. I'm talking full detail, favorites, dislikes, cleaning up after it, mini-games, etc. The whole shebang.
The other idea I've been trying to think of is a fully randomized maze project. That one will definitely be tough. Very high amount of calculations and logic involved, whereas most of my projects are simply large and lots of work put into them.
Any ideas from you guys?
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I couldn't tell from your pictures (or maybe I didn't look hard enough) but are you using any command blocks, if not are you making plans to use command blocks at all? I'm not sure if you're a purest lol.
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This is completely Command Block free.
The problem right now is how slow it is... I don't have any idea how to make it any faster though. It's already 2-3x the speed of my first one, but there is still a 10-20 second delay between each card. 5 cards for 4 players means 200-400 seconds(3-7 minutes) to draw the hand! Unless, of course, the hand was pre-drawn... I may do that...
The main problem is that 5-10 seconds of the drawing sequence delay is intentional to prevent bugs like multi-cards drawn at once or burning a bunch of them.
Got 2 hours of work in so far today! Been bug-fixing for a little while, but the essentials are done! The system now deals cards out, 1 player at a time, 5 cards each. It remembers who has which card to be discarded later, and also inputs into the RAM and winning detection. Right now there are... Quite a few bugs including:
Bug fixes today:
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Bug fixes:
The hand control circuit:
Reset Line(Lime Green):
Card redraw(Yellow):
New progress pictures:
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Another bug fix I tried was changing the decoder slightly so the times are more in-sync. That's all I had time for this morning.
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I completely understand and totally respect that. I personally haven't even touched command blocks other than to prevent rain and keep it daytime on my test world. But the things you can do with them are quite astounding.
Yeah that is a long time to wait for one hand lol. But I'm sure a mastermind like you will figure something out.
You mentioned a randomized maze in one of your posts. I should imagine command blocks would be the way to go for that one. I'm also really interested in that idea. I'll keep an eye out for if and when you pick that project up. In the meantime, I'm fascinated with your poker build here! Great work!
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Good to know! Thank you for the support! I've actually been putting a lot of thought into the randomized maze. I built a rough draft today. This one doesn't have a guaranteed pathway to the end, but honestly I don't think I'm planning on it having one in the project that I'm going to be working on that incorporates it. As of now, it works fairly well! It wasn't nearly as difficult as I thought it would be.
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That's good to hear! Wow no guaranteed pathway to the end? What are you planning on using it for? Is it a secret?Well I'm looking forward to seeing how you use it in another project.
And to stay on topic keep up the good work with your poker project. When do you estimate you'll have it finished?
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As for the Poker Project... If I had the time to work on it as much as I need and kept up the inspiration (I lost inspiration today, thus the construction of the maze)... I could probably have it done in the next week or so. Unfortunately, I'm very easily distracted, I have VERY little time, and have a tendency of losing inspiration when it comes to ending projects... Which is a problem. I get frustrated with bugs and things not working perfectly.
I'm going to estimate another 20-40 hours of work. That could be way off, but I think it will be close to that. There may be a few things I need to redo in order to make it work more efficiently. Plus I still have to do all of the player interaction stuff, which is a pain to get right.
As of right now, it basically does what it needs to do, just not very well. Haha.
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It's all right. We all get like that sometimes. Well, it's a fantastic build and I, for one, am very impressed with what you've done. I can't even begin to wrap my mind around something like this. Very impressive.
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