(Topic ID: 157180)

Casino -- homebrew p-roc project

By rosh

8 years ago


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    Topic index (key posts)

    9 key posts have been marked in this topic

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    Post #5 Roulette Wheel Detailed Info Posted by rosh (8 years ago)

    Post #7 Dice Popper Information Posted by rosh (8 years ago)

    Post #25 CAD of Playfield Posted by rosh (7 years ago)

    Post #52 Playfield populated with some inserts. Posted by rosh (7 years ago)

    Post #61 Wiring Progress Posted by rosh (7 years ago)

    Post #63 Playfield populated with some mechs and lights. Posted by rosh (7 years ago)

    Post #119 Adding a slot machine toy. Posted by rosh (7 years ago)

    Post #127 Fully populated playfield with LCD Screens and a short video. Posted by rosh (7 years ago)


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    24
    #1 8 years ago

    At MGC I was talking to some folks about my custom games and was asked if there was a thread on pinside, so figure I should at least start one for the machine I am working on now. A lot of the content of the first few posts I will make are edited version of what was on the pinballcontrollers.com forum, so at first it will look like I am making rapid progress on this game, when in reality, not so much.

    Lets start with some background. After moving my first custom game “the Kugler family” to a larger full color display (it started with regular DMD, then color the same resolution and then to large screen full 24 bit color), I decided to start a new project.  My brother kept pushing on doing a gambling theme. While at first I was lukewarm to the idea, after I came up with some cool ideas for toys, I became more interested and decided to give it a try.

    The game was at expo in 2014, but believe it or not, not a single game was played on it before bringing it to expo. I had not put the playfield into the cabinet until about 3AM Thursday morning of expo. So late in the day on Thursday after I fixed some issues with it, it was played for the first time.  I was actually quite pleased with how it played as far as the number of shots, the feel of the shots, etc. but I was not happy with how the rules for the different casino games came together. After expo I was pretty burned out and did nothing on either game for months. Then I got back to work on adding artwork and some playfield changes (needed to do a new version of the playfield to get the inserts where I waned them to go with the art) for the Kugler’s and Casino sat idle and I did not even bring it to expo this past fall, since I had done nothing on it. But, a week or two ago, when I drove past the Westin, it struck me that expo is just six months away, and if Casino was going to make an appearance, it was time to get back to work on it.

    The game is running with a resolution of 450x900  (my other machine is running 96x192), which is then doubled when pushed to the LCD.  So the LCD is running at HD resolution. The actual screen size that is visible is 13”x6.5” so it still fits into a standard height speaker panel and between standard size speakers.   The game does not use a dot look, since the dots become just way too small and really just seems to darken the screen.  The game is currently running on a low end pentium processor, which appears to have no issue providing the necessary loop rate, even with the high resolution.

    The color support comes from using the pyprocgameHD version that MOcean and I have been working on for a while.  Our work on that evolved from the standard 16 shade dmd to an 8 bit, 256 indexed color approach and then to full 24bit color.  To be honest Michael did more of the heavy lifting than I did.

    The game features the five most popular games you will find in a casino (slots, craps, poker, blackjack and roulette) and then also has a set of 8 modes to capture other things that often occur in a trip to Las Vegas (bachelor party, all you can eat buffet, drunk and can’t find my room, etc). The original rules had all five of the casino games active at the same time, well, sort of, but I now have some playfield changes and rule changes to reduce that so it is not so confusing to the player as to what is going on. So while you still may be building towards multiple games at a time, the play of those gambling games is more clear. I’ll do posts on each of the casino games to explain how they are being implemented.

    I should comment, that I did a lot of work on this machine before I was aware of High Roller Casino despite knowing over a dozen guys with anywhere from 10 to 50+ machines, I had never seen or played one. From the couple of times played it at expo, there is not a lot of similarity, although both have a Roulette wheel, but as I told Keith Johnson, I think mine better (I’ll explain who it works in a later post).

    Here are a couple of photos of the playfield and cabinet. The first is after I finished routing (by hand) and then the inserts and the cabinet with playfield at expo.
    This is the playfield after being routed by hand using a 30 year old hand router, using templates for the square and triangle inserts and Forstner bits for the round ones.

    IMG_0839_(resized).JPGIMG_0839_(resized).JPG

    Here it is with the inserts added.

    IMG_0845_(resized).JPGIMG_0845_(resized).JPG

    and here is the machine at expo, funny thing is you can see the Kuglers machine, which was much, much further along in the background, without cabinet art (which it did have this past year at expo, this is from 2014), yet Casino has art . . . .

    IMG_0881_(resized).JPGIMG_0881_(resized).JPG

    I'll do some other posts shortly that will cover the features, rules and toys of a couple of the casino games.

    Happy to answer any questions.

    #5 8 years ago

    Since I already made a comment about Roulette, and MOcean wants to see some video, lets start there. I am going to assume you know how roulette works, if not http://bfy.tw/5EXO . You enable roulette by hitting a captive ball, located below the wheel, the required number of times (based on the skill level you choose when starting your game, and also based on how many times you have played roulette), once open you shoot the right orbit to feed the ball into a VUK which then throws the ball into the roulette wheel and a second ball is put into play.

    The roulette wheel uses a magnet to keep the ball moving on the upper rim of the roulette wheel. Meanwhile you use the second ball to place your bets. Each of the major shots maps to a number (and color) on the roulette wheel. After a certain amount of time the dealer/croupier will announce ‘no more bets’ and the magnet will stop pulsing and the ball will slow and then fall into the spinning disc on the inside of the roulette wheel. the spinning disc/wheel slows to a stop as the the machine determines what number/color the ball landed it. Once the results are announced, the ball in the wheel rotates to a trap door and is dropped back into play. A third ball is also put into play. Shooting shots of the same color as the number that came up score jackpots and the number that came up is the super jackpot. The value of the jackpots are based on how many times you made that shot during the “place your bets” timer period.

    A feature I think I will add is that while you still have three balls in play, you can re-open the roulette wheel and put one ball back into the wheel where it will remain until you drain a ball at which point it will be released. If that ball lands in the same number slot, some kind of a super, super jackpot or an extra ball would be awarded.

    Here are a couple of videos of the development of the roulette wheel. This first clip was the very first test I did when trying to figure out how to do it. I had just taken an old frisbee golf disc and cut out the middle so I could mount the opto. I was shocked it worked on the first attempt, but as you will see, the ball accelerated each time it past the magnet and got too fast and flew right off.

    Was then easy enough to add code to control the speed.

    I then experimented with out to actually make it work and even tried seeing what would appen with two balls . . .

    Not sure I will ever try to do that in the game, would be tricky to get the timing just right so they collide before the software can adjust the speed to keep them apart. But if I come up with a really good reason to try, you never know.

    This next video shows the wheel with a good chunk of the functionality implemented. You will see ball enter the wheel, spin for a bit, you can tell when the magnet stops pulsing, the ball slows, falls in the inner wheel slows to a stop as the software determines what number it is (not implemented at the time of this video) and then the trap door is opened and the wheel rotates to drop the ball out.

    Below is a photo of the wheel, after hydrographics were used to give it a wood tone look. Nelly, who is one of the guys doing Buffy the Vampire Slayer (https://pinside.com/pinball/forum/topic/buffy-the-vampire-slayer-pinball), had done this wood tone for that machine and was nice enough to do this for me. There is a little too much "lip" on the wheel and it needs to be trimmed, but I’ve been leery of doing it, since I don’t want to damage the wheel, which was vacuum formed in my kitchen, which my wife was not crazy about.

    IMG_0841_(resized).JPGIMG_0841_(resized).JPG

    I don’t have any photos or videos of the roulette wheel in the machine right now, and I’ve recently pulled it out to make some changes to how the optos that are used for the magnet, detecting the number and the home position are mounted. If all goes as planned (yeah, right), I will have those changed finished up in the next few days.

    11
    #7 8 years ago

    As I mentioned earlier, it was some of the toy ideas that got me to move forward with Casino. One of the ideas was to use real craps dice in a ‘dice popper’. Many of us played the game Trouble, when we were kids that had the dice bubble in the middle that you would press down on to roll the dice (well in that case it was one die), so the idea was do that kind of a thing and then use a camera to read the dice.

    The first challenge is that webcams are not designed to focus on something that close, so it required a custom one. Then after I got it working, I found that changes in lighting could impact the accuracy of reading the dice, duh. So I recently added a ‘housing’ at the top that holds the camera and an LED ‘ring’ to provide more consistent lighting. PBL did the 3d Printing of the housing for me and I'll add a transparent label to it, so that when craps is open, the lighting in the housing will turn on and also illuminate the signage. Below is a video showing my recent testing of the popper with the new housing and light to test the accuracy of the reading of the dice. In the most recent test of 100 ‘throws’ it got the correct number 98 times, but on one of those the split between the dice was wrong and in two cases, it missed read a 6, due to how close the pips are to each other. I should be able to fix that issue with some tweaks to the software.

    #10 8 years ago

    recently heard about that, but have not seen it yet, wondering if they are using rfid or some other approach vs machine vision. In my game not too concerned if occasionally it gets the split of the dice wrong, which can occur if they are very close tougher that would be a much bigger issue in vegas. They also could be doing pattern matching for dice identification vs clustering analysis. I looked at pattern matching, but would require a lot more work to implement and the results I am getting are certainly good enough.

    #12 8 years ago

    detecting the dots themselves is not too hard it is the clustering that is the most challenging. After I capture the image, I convert to grey scale, and to black and white using a threshold that will clearly separate the white pips/contours and then using clustering on those contours to get to what is on each die, two things cause challenges, the pips on a six are so close together that the code that identifies the pips can lump them together and think they are a single pip, so I use some 'dilation' after thresholding to shrink the dots slightly to be sure there is spacing and I need to adjust that slightly to improve the six handling. The clustering can then occasionally cluster wrong and assign a pip to the wrong die. Recently changed the algorithm I was using for the clustering and it seems to be have a very high accuracy rate, as I indicated above.

    #15 8 years ago

    no doubt opaque would be more legible, as far as not seeing pips from the other sides, and typically the pips are not as big as on vegas dice, but I wanted real vegas craps dice and once I got the lighting consistent, I've been able to get the needed accuracy. Did take time to tweak all of the parameters at each step of the process.

    Here are some images of the results of each step in the process . . .

    Original image taken by camera . .

    original_(resized).pngoriginal_(resized).png

    converted to greyscale

    grey_(resized).pnggrey_(resized).png

    Thresholded and inverted

    threshold_(resized).pngthreshold_(resized).png

    dilated to shrink dots and remove noise . . .

    dilated_(resized).pngdilated_(resized).png

    Original image with clustering results mapped on top of image for debugging.

    result_(resized).pngresult_(resized).png

    #21 8 years ago
    Quoted from pinballwil:

    I have a great future.
    Why not make a hand like Adams family sort of and put a cardsize lcd screen in it.
    When the hand pops up the lcd shows you a card for a 21 game or something.

    I am working on a mini-playfield with five drop targets, with an LCD display mounted above it to show a card for each drop. I had looked at one small LCD per card/target, but the cost and complexity of that was greater and with the one display it will be easier to provide instructions, etc. It will be used for draw poker and black jack, and who knows what else. It will require me to do new ramps so it can fit where I want it, but I've got Matt lined up to help with that. I need MOcean to get me the code snippets he did for curbfeeler on pinbot2.0 for the support of a second display on the pyprocgameHD framework so I can start to play around with it, while I also build/modify the mech for the drop targets, which I want to have full up/down control but with a single solenoid to minimize the footprint.

    1 week later
    #23 7 years ago

    Made some progress over the weekend on the roulette wheel. I have changed the way the optos are set up. Originally I had a horizontal set for the upper ring/magnet, and then a verical set to detect where the ball was and then a U shape opto under the 'spoked wheel' to detect the home position. The U shape opto had not been implemented due to challenges with getting that postioned, wired, etc. So decided to also make that a vertical pair. When I was looking at that change it struck me that I could also make the magnets optos vertical, which would allow me to make the bracket that holds them much smaller and less obtrusive.

    IMG_1507-2.MOV.png_@_100%_(Layer_2,_RGB_8)_*-2_(resized).pngIMG_1507-2.MOV.png_@_100%_(Layer_2,_RGB_8)_*-2_(resized).png

    Now that I had the 'home position' opto implemented, I was able to finish up the number detection piece. The opto is looking down through the number cover, where there is just one opening which allows it to detect the home position. Once it finds that, it advances the wheel one section at time (36 or 37 pulses to the stepper) to determine where the ball is, it is timed such that it transparent that it is doing this a slot at a time since the wheel does not stop at each section. The timing is key so that a 'spoke' does not make it seem like a ball is in that slot.

    Here is a video with the changes, and a test of the number detection. I've tested it about a half dozen times so far, and it has gotten the correct number each time. I've added chunks of code to handle various failure scenarios (ball falls into lower portion early, ball does not exit correctly, home position not found, ball slot not found, etc.). I'm sure there are a few others that will come to light when I do testing during normal game play.

    2 months later
    #25 7 years ago

    well, about 90 days to Expo, figure I better getting cranking on the next version of Casino if it is going to be there. Have just finished up the CAD diagram and will hopefully have it routed in the next few days. Some big changes planned for this version, including moving to all RGB LEDs and a new mini-playfield with 5 drop targets and a mini-display. However, it will still be a whitewood with no art.

    For the gamblers out there, Vegas odds are 4 against it being playable for expo

    casino_45_V4.pdf_(1_page)_(resized).pngcasino_45_V4.pdf_(1_page)_(resized).png

    #30 7 years ago
    Quoted from desertT1:

    Do you have a hole for the lower outermost post on the slings?

    No, I prefer to 'fit on site' for that, based on which type of post I end up using.

    #31 7 years ago
    Quoted from Bonnevil69:

    Looks nice having the roulette wheel skinned with numbers and colors

    Heck, now it even has a finial.

    #33 7 years ago
    Quoted from luvthatapex2:

    What RGB LEDs are you going to use?

    I'm using pdb-led controller boards from Gerry (multimorphic) and then led boards that I designed that have a lot of flexibility to how you use them, which can also speed up wiring. I'll post more info on them when I start to install them.

    I am not a huge fan of the serial type for inserts.

    #36 7 years ago

    about 10 minutes into a 5 hour routing?

    #40 7 years ago
    Quoted from Compy:

    I'm really glad to see that Josh has graduated from manually routing inserts The playfield is in good hands!
    @rosh: Did you do the CAD yourself? If so, very nicely done.

    Yes I did it, with my limited self taught CAD skills. It is an updated version of the original cad done for the first white wood, which I used for the manual routing (printed to scale and spray adhesive to the wood). Big issue we ran into is the blocks for the inserts that someone else made and shared, were not the correct sizes and way off for the shape of the arrows (maybe Scott will post a photo of the wood from those test runs). Hopefully we now have them all correct (and properly updated in the CAD).

    For the manual routing I had created templates for the routing that were basically perfect, I had found a great method for creating templates for different inserts by using the actual insert and popsicle sticks to get the spacing right for the bushing on the router, and then a flush bit to cut the template -- it worked great. In two cases I used some tape to tweak the sizing. So the reality is, it sets a pretty high bar relative to quality and fit for the CNC routed one.

    I don't think you saw the manual one, it really was surprising good as far as fit and finish, the biggest drawback to the manual is there is less accuracy around positioning and alignment than with the CNC, since I have to position the template over the insert and hard to get that perfect. Other routes and cuts that were not the inserts, should be much better with the CNC, since I typically did not create templates when routing those and for various cuts, not like I am that perfect in cutting with a jigsaw. Also, a lot less stress relative to the routing, when doing it manually you know that any mistake of significance, could wipe our hours of hard work.

    #42 7 years ago

    I see you grouped the craps targets to all be on the second half to be sure the spacing between them stays precise, glad you remembered that. So, looks like it is about half way there.

    1 week later
    #48 7 years ago
    Quoted from Chitownpinball:

    Update, update, update, update

    Just got back from vacation today, things will be picking up pace quite quickly. Picking up the routed playfield later today, first run had an issue, but sounds like the latest one is good to go.

    Quoted from JoelOmatik:

    Would you be able to post step-by-step pics on how you made your manual templates?

    you will find some info here . . .
    http://www.pinballcontrollers.com/forum/index.php?topic=843.msg7492#msg7492

    For creating the templates, I take the insert and then use 'popsicle' sticks as a spacer between that and strips of wood to create the outline. This gives just the right spacing that matches up with the size of the router bit and the collar.

    IMG_1374_(resized).JPGIMG_1374_(resized).JPG

    Then I take the 1/4" hardboard and use a flush bit to create the template. I first drill a hole in the template material, then center that over the insert shape I created the wood strips to create the shape. I clamp the template to the scrap wood with the wood strip shape.

    IMG_1375_(resized).JPGIMG_1375_(resized).JPG

    I believe, that for most of the templates I use a 1/4 inch bit with a 7/16 collar. I use 3/16 for slots for switches. Somewhere I have some notes on the different combinations.

    IMG_1376_(resized).JPGIMG_1376_(resized).JPG

    If you read the above thread, you will see that I drill out the inside of the insert before routing so there is less material to route out, but then use the route of the outside of the insert to act as the template for then removing the rest of the 'hole' and leaving the necessary lip. It may be the same 7/16 + 1/4 combo, but not sure, I'll see if I can find my notes, It may be a smaller difference between collar and bit.

    IMG_1796_(resized).jpgIMG_1796_(resized).jpg

    I've used tape on one or two to refine the template to give a nice tight fit.

    Hope this helps, let me know what questions you have.

    #49 7 years ago

    Picked up the playfield last night, here is a photo of before I started to removing the waste material (well a few of the inserts have been removed). I finished that up last night, so will now start to get the inserts in. I am missing the small white opaque arrow insert, and pinballlife is out of them, so I'll either be switching that to a larger arrow or making the insert myself. Also have to make the insert for the 'vegas sign'.

    IMG_1798_(resized).JPGIMG_1798_(resized).JPG

    #51 7 years ago

    1/8 may not work, since the 'collars' for the router can be 'taller' than that, you need to be sure the collar is no 'taller' than the template, if it is the router won't sit flat on the template. I don't recall the depth of the collars I ended up using, I think there were three different tempts and some are really tall, but I did not need those. Pretty cure I found 1/8 hardboard was not thick enough, but been awhile so not sure.

    the pieces of wood I was using, where taller than the popsicle sticks, I then had other pieces of the same wood further out to act as spacers when clamping the pieces tougher (later that was not needed as I had the 'strips' from earlier inserts already stapled to the base board that provided that 'balance'.

    As you can see in the photo, I stapled the strips into the baseboard, it is important that those are 'sunk' below the surface so that the template can sit flat when creating it.

    #52 7 years ago

    Last night I 'fitted' all of the inserts. Most had a nice tight fit, the time consuming part is sanding them down. When the playfield was routed it was done so they would sit safely above, easier to sand down then to 'raise' them up. The amount they sit above is greater than you would want when sanding the topside, so, in this first iteration I sand the bottom of the inserts so they are just a hair above the playfield. Sanding the bottom is much easier since less material to remove, plus the top surface of the insert is only so thick, so you can't take sand a ton off of it. I'll probably do some fine tuning of these heights as I go to glue each insert. Than after gluing I will sand the it flat.

    In the photo three inserts are missing, one was missing, but later found, the other two had to be made. I've done one and will hopefully do the other tonight. There is a bad playfield underneath it in the photo, which is why the holes look funny.

    playfield-with-inserts_(resized).pngplayfield-with-inserts_(resized).png

    #54 7 years ago
    Quoted from Zitt:

    laser cutting the inserts our of acrylic.

    be nice if I had easy access to laser cutting. The one small insert was easy enough with a belt sander (I did it with white translucent acrylic which matches well with the white opaque inserts). Tonight I'll do the big one, and as long as I am patient it should come out fine. In the meantime, just picked up the epoxy, so time to start glueing inserts.

    #55 7 years ago

    Needed inserts created, all glued, playfield sanded smooth and three coats of lacquer.

    Needs a day or so to dry and then I can start assembly . . .

    sanded_playfield_(resized).jpgsanded_playfield_(resized).jpg

    #60 7 years ago
    Quoted from trunchbull:

    I'd love to know what kind of concept art you did for this when planning it out.

    Not much, the lower area where the multipliers are, will be stacks of ships, the area where the stand-up targets are for craps betting, will shocking be, a craps table. The 'totem pole' of limps will track progress towards victories for each casino game. I'll start to give more thought to the art after this whitewood is built and I decide if I am happy with the game play.

    #61 7 years ago

    Weekend was somewhat productive, of course I did not get everything done I had hoped, but was able to wire up all of the 'standard' switches, meaning rollover and stand-up targets. Also mounted all of the lamp boards and started to wire those up and also put in a few of the mechs, since I wanted to be sure I had placement right before mounting the RGB-LED controller boards. After I get they trough mounted, and sling shots switches wired, I'll start testing the switches.

    Here are some photos of the progress. The first is after switch wiring and lamp boards mounted, the second is after some of the mechs were mounted and wired and some of the lamp wiring was done. You can see in the second photo that the lamp boards towards the bottom of the photo are now wired to the controller with ribbon cables. I'll do a post a little later with more info on the lamp boards.

    IMG_1806_(resized).JPGIMG_1806_(resized).JPG

    IMG_1808_(resized).JPGIMG_1808_(resized).JPG

    #62 7 years ago

    The lamp boards I am using on the first PCBs I've designed. The idea was to create a board that could have multiple LEDs on it to minimize wiring and to be able to handle a range of spacing. Most games will have sets of inserts in a row, two, three, four or more, so the goal was to make to these could be done with a single board. The PDB-LED boars that Gerry sales, are design for 84 LEDS or 28 RGB LEDs, and then those are set up as 4 per 20 pin header. so I designed my boards to match that, so that is just a simple ribbon cable connection between his board and my lamp boards.

    Since four in a row is not all that common, I designed the board, so that you could 'snap' off either end and use it as a 'satellite' board. So the main board has a place for a header as does the two snap offs. This then allows two of RGB LED to be located nearby with just a short 4 wire jumper. if you look at the images in my last post, you will see various examples of this. In fact, there is only one case where I am using all four 'slots' as a single board, and that is in the long row of stand-up targets. You will see in the middle of the playfield, where there are five boards using three and a few of them then have the satellite boards. I also have six or seven spots where there are two square inserts and an arrow, so in those cases as well there is typically a nearby satellite board. There are also places were there are two satellite boards.

    In addition, I designed the board that each of the four locations, actually has 5 different locations you can put the LED. This allowed me to handle wide range of spacing between LEDs. I believe I am using 7 different 'spacing' arrangements.

    IMG_1592.JPG_(resized).pngIMG_1592.JPG_(resized).png

    The boards are designed of the piranha style RGB LED. I also have some standard format RGB LEDs that I expect to use, but have not tested that out yet.

    There are a few tweaks/fixes I would make to the boards in the future, but fortunately there were no show stoppers and the first batch I had made got the job done.

    #63 7 years ago

    Have all of the lamps wired up and working. Will need to go back and sand some of the LEDs to reduce the "hot spots" and to better spread the light. For the larger inserts, I may need to add a second spacer to get enough spread.

    You can see a few of the mechs on the left side have been installed.

    IMG_1813_(resized).JPGIMG_1813_(resized).JPG

    #67 7 years ago
    Quoted from zacaj:

    What type of LEDs are you using?

    I described the boards I am using above, the piranha style LEDs I got from adafruit.com, since I was purchasing a mini display from them, it was convenient to get them from them. There are other sources and I'm not sure how much difference there is between them. I should have gotten the diffused ones https://www.adafruit.com/products/1451 since I'm now basically sanding them to make them diffused. These are just plain RGB LEDs, not the type with the chips that you use serially.

    Quoted from pinballwil:

    No graphics first?

    Not sure I understand the questions, are you meaning before playfield art or DMD graphics or ???

    #70 7 years ago

    yes, the whitewood design was completed before assembly, with the exception of some post locations and some mounting points for some mechs, where I wanted to be able to confirm placement. In addition, ball guides, which I just finished installed (photo soon), did not have their post holes drilled when the playfield was routed. That was also done after since it I prefer to be able to have the ball guide positioned appropriately before finalizing mount points.

    16
    #73 7 years ago

    Ball guides pretty much done. Almost all of them had to be re-done due to the design changes between whitweoods. Right now a few are aluminum since I did not have enough stainless. I do need to make a few adjustments to mount points in one section.

    Also did first testing of the switch matrix, all the installed switches are working except the switches on the pops, which are registering as 'mini drop target 1,2,3', at first I thought I had some odd wiring issue, then I remembered that I had 'moved' them in the config file, since I needed to free up five rows of a column for the drop targets on the mini-playfield I am adding. None of the opto switches have been wired yet.

    IMG_1840_(resized).JPGIMG_1840_(resized).JPG

    Also most of the mechs are installed (but not all are wired and none are tested), including the four flippers (one is on the mini playfield but the mech is below the main playfield), slings, pops, autofire, trough, magnet, scoop, diverter, two VUKs, as well as the trap door mech (which is really a drop target mech). The underside is getting pretty crowded, I'll take a photo later and post it, and there are still five more mechs to install, as well as one driver board that need to go on the underside. Then there are the two upper playfields, which each have a mech or two.

    Long way to go, but it is starting to look like a pinball machine.

    #77 7 years ago
    Quoted from swedishc:

    What are you using as a bracket to attach the ball guides to the playfield? How are they attached to the guides themselves? The stainless strips I am using from McMaster are slightly smaller in width than standard guides. Have you found strips that are a more standard width?

    Mantis is now selling ball guide material, either 3' strips or a set of various sizes or he will cut to spec. http://www.mantisamusements.com/bgkits.htm

    As far as how to attach, I use a combination of the spade bolts as well as L brackets, that Mantis provided with the ball guide material. Right now I am using pop-rivets to attach the brackets and spade bolts, but will eventually change those out to the nice looking rivets (need a rivet press).

    1 week later
    13
    #78 7 years ago

    been too long since last update, but progress has been made. The new mini-playfield for draw poker, that features a small LCD above drop targets has been completed, but will need some fixes. In addition almost all of the ball guides, posts have been installed. Areas not done for that are where I still have mechs to install first. Now that the mini-playfield is securely attached, t he Roulette wheel will be installed next.

    IMG_1859 (resized).jpgIMG_1859 (resized).jpg

    Below is a photo of the ramps and rails being built -- not by me, not my skill set . Once those are done, I can then mount the dice popper, want to confirm that everything lines up as expected before mounting that. That will need a different mount than in the first white wood, since it has been refined to have a smaller footprint.

    IMG_1258 (resized).JPGIMG_1258 (resized).JPG

    #80 7 years ago
    Quoted from Chitownpinball:

    so cool! that shot through the pops look TIGHT.

    not as tight as you would think by looking at it, it is just as wide, if not wider, than the scoop shot. It certainly requires some skill to get the right angle on it, not a shot you can make from the lower portion of the flipper. Hitting the red target is bad, since you lose a kickback (green adds one), and no doubt some of the shots that will make it past the opening, if not at the right angle, will end up getting stuck in the pops -- which is a good thing, to many games the pops are meaningless as far as affecting game play.

    casino_45_V4.dwg (resized).pngcasino_45_V4.dwg (resized).png

    #82 7 years ago
    Quoted from solarvalue:

    Little flippers are so cute!

    contemplated a normal size, but I think you need the mini to have the right level of difficulty. Hopefully it turns out to have just the right amount.

    #84 7 years ago
    Quoted from BrewinBombers:

    You said something about dice rolling; does the upper flipper roll a die instead of hitting a ball? That would be pretty unique.

    Posts 7 and 15 (I think), in this thread have some info on the 'dice popper', which is sort of like what the game 'trouble' had. But the idea of a flipper to roll the dice is cool. Would need to give it a pretty good jolt to get it to really 'roll' vs just 'slide' and would certainly need more real estate. You would then need a way to bring the dice back to the flipper for the next roll.

    The upper playfield is for playing 'draw poker', (similar to video poker) and blackjack. For poker the display of the drop targets will show the cards, you then hit the drop target for the cards you want to replace. You can then either hit it back out past the targets, to draw cards or you can get bounce it back into the scoop, which will draw cards AND start another hand. If the ball drains past the flipper, the hand ends without drawing cards. At one point I considered still drawing cards at that point, but I got feedback that you should really only win a hand with skill, you should not be awarded by letting the ball drain. Although I may do draw and reward on a drain if you are playing on 'easy' difficulty.

    2 weeks later
    #86 7 years ago

    Progress continues. The roulette wheel has been installed and appears to be working as desired.

    IMG_1868 (resized).jpgIMG_1868 (resized).jpg

    Also have started to install the ramp and returns, which are in three sections, this photo shows me doing the first fit of the main ramp, it is not attached and I've not put the entrance flap on yet. Have to decide best way to handle switches to detect entry and successfully getting it up the ramp. Now that I have the ramp, I can finish up the ball guides around/below it, as well as install a spinner. Once the ramps are fully installed, I can then do the dice popper.

    IMG_1881 (resized).jpgIMG_1881 (resized).jpg

    37 Days to expo.

    #91 7 years ago
    Quoted from solarvalue:

    This looks so cool, you really should be working for a pinball company.

    I'd listen if any of them called

    13
    #92 7 years ago

    Test fitting of ramps and returns (not fully screwed in). Pretty pleased with how they are fitting. Need to now remove them so I can finish up what is under them (there are two more mechs that go under the playfield near the pops and lots of missing posts and rubbers as well as the dice popper). Then I need to make real brackets for the attachment of the rails to the plastic junction as well as add switches.

    Slack for iOS Upload-2 (resized).jpgSlack for iOS Upload-2 (resized).jpg

    #94 7 years ago
    Quoted from oohlou:

    I cannot wait to see a video of it flipping.

    Me too!

    14
    #96 7 years ago

    Latest and greatest . . .

    Slack for iOS Upload-3 (resized).jpgSlack for iOS Upload-3 (resized).jpg

    31 days to Expo.

    Now that the ramp diverter, disappearing post and dice popper have been installed, all of solenoids are now wired and working.

    Have tested that the dice popper pops (a little too strong) , but have not tested the camera since the popper was installed. This new version of the popper has a base that is more compact and gives it a cleaner and more open look then the original, which you can see in this old test clip. In addition the floor of the popper is designed a little differently, that gives better action and also eliminates the chance of the plastic cylinder contacting the floor. Still need to add a bracket to hold the cylinder/camera assembly in place.

    Old version of popper . . .

    Lots and lots of little bits of construction left, but I think all of the major stuff is done. A few areas of concern, but not too many and none that seem unworkable.

    A few missing switches, but will probably not worry about those until after Expo, since I can use other switches to compensate. Need to get focused on most critical needs as well as the software. Massive amount of work still to have it playable with software that is at least as complete as when Stern ships a new game

    #98 7 years ago
    Quoted from ForceFlow:

    It looks like the dice popper seems to be blocking the view of a fair amount of activity.

    I Have a little concern with that, but when the playfield is in the cabinet and at the right pitch (right now sitting higher and slightly flatter than it would be), I think it will be fine, and it should not be blocking very much other than possibly the exit from the vuk -- well, that is my hope. The flipper on the mini-playfield is clearly visible. Down below it is blocking the view of exit from the mini playfield and the view of part of the pop bumpers, but certainly not a critical thing and pretty common in many games to not see all of the pop activity, regardless, in neither case would that impact the ability of the player to make shots.

    The issue with moving it to where you suggest, which I did consider, is that the closer it moves down towards the flippers, the big the issue with clearance with the glass. I'm already concerned with the current location as far as clearance and may have to cut down the cylinder, but that opens up a huge can of worms I really, really hope to avoid. If it was above that upper right flipper, it would interfere with the view of the ball feeding to that flipper. There is also a plan for a non interactive toy to go over the magnet area.

    #100 7 years ago
    Quoted from ForceFlow:

    Could you flip it over so the camera is on the bottom? Maybe use one-way glass to hide the lens?
    [edit]: Eh, maybe not. It would probably look strange without the standard green felt surface.

    The green felt is kind of key for the overall look as you commented, with the real red vegas dice (the outer portion will be felted as well), A big challenge with moving it below would be the clearance underneath for the ball to bang around the pops, the whole mech would have to move up to have room for the camera, which then defeats the purpose of putting it below, although I guess it could below the playfield and have a clear window through the playfield to a clear bottom of the opper. Plus it would be very, very difficult to find a camera that would have a wide enough field of view and be able to focus at that close a distance (the one I am using was custom made to handle it).

    The other issue is there is a mech that does the popping, that 'hits' the floor right in the middle to make it pop which would block the camera view, so a new method would be needed. The mech is basically a lever that is triggered via a control rod near the stand-up targets that gets pulled from by a solenoid, this offset leaves the space under the popper clear.

    I've looked at lot of different options and suggestions and so far the current method has been the best option. Time will tell if the view obstruction is a real issue/concern or not. Hopefully not

    #102 7 years ago
    Quoted from PhilGreg:

    Reverse P2K glass and camera looking up?

    I did experiment with using a mirror at one point, but that was to deal with focal length

    #105 7 years ago
    Quoted from Richthofen:

    I love the progress of this. Also makes me kind of sad to think how an individual hobbyist can add some really interesting mechs on a fully functional playfield in such a short time, and meanwhile JPOP couldn't get a flipping whitewood without a million dollars and four years.

    Thanks. Having done two machines, with this being far more sophisticated, I look at what Jpop did, and there are just some really obvious mistakes he made, that really get back to him having zero business sense. One of the most critical things, given the incredible complexity around making a machine, is to use as much stock stuff as you can and avoid the 'not invented here syndrome'. You have to be so careful about wasting time and resources on the wrong things -- like custom cabinet designs that then need custom glass, creating your own control system (or really copying someone else's) vs just buying theirs. Dozens of re-do of art, when you don't have a working whitewood (which could likely then result in changes that affect artwork). Focusing more on the look, then the playability. Now the reality is, if you plan to do a 1,000 machines, well, then you can afford more custom things, but if you are going to 24, you just can't. You have to wonder how much time and money was wasted designing and creating things that could be bought instead. Probably a full years worth of the salary he was drawing.

    Even understanding the time value of money, and my desire to use stock when I can, there are times I will fabricate my own mech, etc., which could possibly end up costing more in time, than buying, but sometimes I just can't bring myself to pay the price for some piece of metal or sometimes I have not patience to wait for a part. Bottom line is you have to make comprises, and you have to accept that, so you then need to make good choices around those.

    #108 7 years ago
    Quoted from Richthofen:

    solution is not 'practical'

    Curious as to the reasons why you think it is not 'practical'.

    Wasn't as much an excuse to do machine vision stuff, but that certainly was a fun intellectual challenge and pretty satisfying once I got it to work. It really came about from thinking about what kind of cool toys could I have (which is also what led to going forward with the theme). Using real dice had a natural appeal, and when I though about the old 'dice popper' from the kids game Trouble, then it sort of came together. Once I decided on real dice, (and I wanted real vegas dice), it led to variety of ideas on how to read them (including some that have subsequently be suggested here), but the machine vision seemed to be the most practical (although extra challenging with transparent dice). I certainly felt it would have a pretty high cool factor having the real dice and having the machine be able to read them.

    I'd rather say 'spending time' vs 'wasting time' since I am not sure if I said to my wife "I'm going downstairs to waste time on the pinball machine" that would play as well as "I'm going downstairs to work on the pinball machine" -- even if she knows the truth. Of course it is really a tradeoff, I end up playing a lot less pinball when I am focused on building.

    #110 7 years ago
    Quoted from etlandfill:

    I'm working on my own homebrew project and I'm sure some will question why I'm designing my own electronics rather than just using proc or FAST,

    I think we all decide, in homebrew, on certain things we want to "roll our own", based on our experience, skills and interests. There was at least one guy who built is own boardset, but after that ended up going to one of the off the shelf products, since the software support was already there. Not to say that you can take either of the current frameworks and create the necessary drivers/interface for it. You can also pick and choose and use part of existing solutions in combination with your own. Other factor is just around the shear amount of things that are needed, some of which you can't just buy off the shelf or hand to someone else do it. Ultimately there is a lot more than one way to go about it. In reality, no two people approach it exactly the same.

    #115 7 years ago
    Quoted from BrewinBombers:

    I'm sure you have plans since you're into he details. Live sports ticker like a sports book might have?

    A a live ticker would be pretty cool, not quite enough surface area and with the curve be tricky to pull off, but i do like it.

    Right now the short term plan is to have it be labeled 'CRAPS' with white lettering and black background, when Craps is 'open' the lamp would turn on and the word CRAPS would be illuminated -- at least that is the current plan and hopefully I get to that by expo, getting to the point where I have to prioritize which of the 763 items on the punch list I focus on.

    Quoted from etlandfill:

    Some geek out at the mechanical build, some at the art, some at the software.

    Very true, I'm sort of a jack of all trades, so I enjoy getting to do most of it. Needless to say I am better at some things than others, and certainly leverage other people and options where it made sense to me. For example, I did have a buddy build the ramp and returns for me, from my designs, as welding is not a skill I have. I also had a friend do the routing and 3d printing from my CAD drawings, since I have not invested in that type of equipment. I also had a someone do a bunch of callouts, since I really don't want to use (hear) my voice if I can avoid it. Cabinet art was vector art I purchased and that was then modified and pieced together. The hydrographics done to make the roulette wheel look like wood, was done by another buddy who had done something similar for his machine (Buffy the vampire slayer)

    Not surprisingly I had to learn some skills along the way (like doing CAD), but all of that is just part of the journey. But one of the best parts are the people I've gotten to know who are my fellow build your own enthusiasts. A great group of guys, who are all very supportive and willing to help each other.

    I believe this will be the best and biggest year yet at the P-roc booth at expo.

    #117 7 years ago
    Quoted from Zitt:

    Did you solve the mis-read issue on the dice?
    I was wondering if using a uv LED source and the white dots would help in the detection.

    I've not worked on it or even tested it yet in this new build, but the issue was just with sixes and only on occasion. Pretty sure I can tweak it to solve it, time will tell. Bigger concern is how it handles radically different lighting conditions.

    #119 7 years ago

    finally found a toy slot machine that was a the right size. Most toy slot machines are way too big since they are banks, the this came from the same source as many pinball toys -- Hallmark christmas tree ornament

    IMG_1917 (resized).jpgIMG_1917 (resized).jpg

    So, first I cracked it open . . .

    IMG_1897 (resized).jpgIMG_1897 (resized).jpg

    printed up new reel symbols and signage.

    IMG_1909 (resized).jpgIMG_1909 (resized).jpg

    put it all back together, wired it up to power and the P-roc so it can turn it on when appropriate. There is a few second delay before the lights flash since the board firsts want to play the sound of the reels turning, I've disabled the sound, but can't get rid of the delay. I could change to use lamps I control, but that would require a lot more re-work. After it completes its flashing cycle, there is the slight delay before it starts back up. But good enough for now.

    IMG_1913 (resized).jpgIMG_1913 (resized).jpg
    IMG_1914 (resized).jpgIMG_1914 (resized).jpg
    IMG_1916 (resized).jpgIMG_1916 (resized).jpg

    At some point I could make the reels turning by hooking up a servo or solenoid to the arm, but, doubt I that will be worth the cost/effort, but maybe someday. might be able to fit any mini-display in there, someday after it is all done I'll look at that.

    #121 7 years ago
    Quoted from cfh:

    Just adjust your programming so that you turn on the slot machine two seconds before you actually need it on.

    The 'state' of the game changes when a shot is made, so only option would then be to delay all aspects of the completion of the shot/objective. Since other things light and flash there is an indication when it happens. I may extend the insert 'light show' to be a touch longer so that the start of the flashing of the slot machine toy is closer to when the inserts finish their show. Ultimately I can ditch its little circuit board and just control the lights myself, but this was a quick and easy add -- took maybe five minutes to install it after I changed the graphics.

    #123 7 years ago
    Quoted from etlandfill:

    If you could get the motor or servo hacked into it, I think it'd be a really cool toy above a spinner and have it controlled by the spinner switch - it'd be like the ball was spinning the slot wheels.
    Great work!

    There is a spinner in a different spot, that earns you spins for when you open and play the slot machine (also a stand-up target near the slot machine awards more 'lines', which are really more valuable then spins). Have thought about changing behavior so that once the spinner is hit X times, instead of earning a spin, the first reel would stop then after X more the second reel stops. But I decided that it would be almost impossible for the player to really see what was happening with it (the inner loop where the spinner is, is incredibly fast). Plus, some awards are better given when the ball is being held.

    #125 7 years ago

    Added lighting to the top of the craps dice popper. It is an LED ring and it turns on when craps is open. The text needs to be a touch smaller so as not to have the darker band at the bottom and the top needs to be covered.

    IMG_1927.JPG-1 (resized).pngIMG_1927.JPG-1 (resized).png

    Below you cans see that the base has now been fully covered in felt (vs just the dice area), I had saved some left over scraps of felt from when I re-felted a pool table a year ago. The cylinder has been cut down by .75", which I did in anticipation of issues with clearance of the glass (and hopefully I will be okay now, since can't really cut it much more without running into an issue with range of view of the camera). I also felt the height was a little too big compared to the width and this is more in line with the original vision/sketches I did.

    IMG_1928.JPG-2 (resized).pngIMG_1928.JPG-2 (resized).png

    The reduction in size did require adjustments to the software parameters used for the machine vision and based on some testing getting very, very good accuracy on the read. Also ran into unexpected issue when moving the machine vision software over to Linux from my mac (thought I and previously tested it, but apparently not). The issues were around color formats and some supported parameters for the image capture, an unexpected issue, but fortunately was able to work through it, but was time consumuning.

    I am happy with how the dice popper has come together, and almost ready to move on to other stuff. Time getting short, 21 Days and counting, and playfield still not in the cabinet nor have I done any real play testing. The list of what won't be ready for expo is growing.

    #127 7 years ago

    Quick update, two weeks to expo and having to cross things off the list I had hoped to have done, but not a surprise there. The playfield construction, at least for now, is nearing completion and I hope to have the playfield in the cabinet shortly, although I have been saying that for two weeks. It will be nice to get to really play it and see how it really shoots.

    Note that the RGB LEDs never look quite right in iPhone camera photos or videos, the colors are off, and the hots spots stand out more than in real life, but, here are some anyway.

    Looking to decide which colors look best.

    IMG_1931 (resized).JPGIMG_1931 (resized).JPG

    Here are a few shots of the draw poker mini-playfield with the display mounted above the drops. As well as the updated craps dice popper.

    IMG_1935 (resized).JPGIMG_1935 (resized).JPG

    And a closer look . . .

    IMG_1933 (resized).JPGIMG_1933 (resized).JPG

    And here is a very shot video clip of the RGB Leds in action. iPhone does not really capture the colors well -- this is a red, green, yellow sequence of vertical wipes.

    IMG_1932 (resized).JPGIMG_1932 (resized).JPG

    #129 7 years ago
    Quoted from zacaj:

    Have you considered just showing a number and suit on that display instead of the whole card? I feel like it's going to be hard to parse quickly off in the back corner like that...

    I have considered it and it is still very much a possibility. The reality is that to really play draw poker, you want to do a catch and cradle when the vuk puts the ball into play, so you can be precise on your shots, and that would also give you the chance to review the cards and strategize. The goal is for to be about skill and not just keeping the ball up on the mini-playfield and smacking the drop targets. In addition, there is a pause after the cards are dealt and before the VUK fires to give you a chance to review. Regardless, changing the cards is still a possibility, but I'm also considering adding a large two char label above that would just be the number and suit info, and It is likely I would try that before changing the cards, since I like having the real cards.

    #135 7 years ago
    Quoted from zacaj:

    Do you ever play multiple hands up there, or is it just one hand each time?

    Three possibilities . . .

    1) The ball falls out the bottom, e.g. drains from the mini-playfield, you automatically lose the hand

    2) after hitting the cards you want to toss, you shoot the ball past the drop targets, cards are drawn and a payout is made if you win (win also counts towards completion of draw poker objective)

    3) after hitting the cards you want to toss, you bounce the ball back into the vuk, cards are drawn and points awarded if a winner, then a new hand is dealt and the ball put back into play. However, only one win 'per visit' counts towards the completion objective.

    The craps table also will let you have multiple wins 'per shooter', but only one counts towards the objective until you lose and then re-open craps.

    There is an opportunity to win 'just spades' via the slot machine. If you win that award, the next time you play poker the deck will only have spades in it, so it guarantees you a flush (as long as you don't drain), and you are then playing to get a shot at a straight or royal flush.

    I'm also considering adding a feature where if you get all of the drops down, when you draw cards, it will guarantee you at least a pair of jacks or better. This sort of changes the skill required, but at least if you mess up and knock down the wrong target, you can still improve your chances of getting a win. I'll consider this further down the road, since it is not a quick add.

    Blackjack will also be played on the 'card table', but will require a little less skill. You will have two targets for 'hit' and two for 'stand' and occasional a double down or a split option. You hit the 'hit' target to draw another card (and target resets), then you need to hit one or more of the stand targets and then shoot through (or just drop it back into the vuk to have the dealer finish up the hand).

    Right now once the ball is shot past the targets, it goes right back into play, possible in the future I'll use a disappearing post to hold the ball while the hand is finished up.

    2 weeks later
    10
    #138 7 years ago
    Quoted from solarvalue:

    Any news from Expo?

    Was so busy working on the machine and talking with folks playing, I did not take any photos or video, but when I get it back up I'll do so.

    Game was up and down first twos days due to a column short issue, but was solid on Saturday, but did keep the glass off most of the time due to a couple of ball hang spots. Suspected it would be an issue, but took a wait and see approach, and well, it was, so bad call on my part.

    Seemed lots of folks liked it, especially gamblers who really like how craps was really craps and not some psuedo "you rolled 11, so 11,000 points". Craps worked nearly flawlessly as did draw poker except when Craig knocked down all five and the drops would not reset, until I figured it out. I had switched from a 70v to 48v supply a day or so before expo and some things I had not adjusted correctly for the lower voltage, and roulette did not work nearly as well as It did with 70 so that will require some attention/modifications

    The three non gambling modes worked well and as it turns out were just as appropriate for expo as for Vegas. "Find parking", (an homage to move your car), "can't remember my room number" and "all you can eat Buffett". In hindsight should have made first shot easier on "find parking" so more would hear the voice call outs and see the "breaking bad" meets "move you car" animations. Almost any time someone started a mode there was a smile or a laugh at what the mode was or its sound track.

    Probably be a week or two before I even set it back up, pretty fried from the rush to expo.

    Thanks again to all of those who stopped to play, was great meeting and talking with everyone.

    2 months later
    #141 7 years ago

    Thanks, one of these days I'l get around to posting some video of game play, have not booted it up since Expo, too busy with other stuff.

    1 month later
    #144 7 years ago
    Quoted from chadderack:

    One question popped to mind while reading the whole thread... in the mini playfield, how will you guard against the pinball smacking into the LCD screen? Looks like a stray flip could crack the thing in half.

    There is a plastic shield in front and small gap to absorb a hit. In addition, since it is such a short playfield, the flipper power is not all that strong.

    Quoted from Tensikka:

    One thing that has bugged me, can you actually shoot between bumpers? Or should you be able? Seems that it's not doable. Well, that's just little thing that caught my eye and I really don't have any experinece about pf design.

    It is totally doable, it is sort of an optical illusion due to the odd alignment of the opening, but it is actually wider than you think. If you go back to this post . . .

    https://pinside.com/pinball/forum/topic/casino/page/2#post-3307593

    you will see the actual width, which is close to 2".

    You're currently viewing posts by Pinsider rosh.
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