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Marble Pickup Version 2.0 HUGE UPDATE

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Author: mm122

Group: Default

Filesize: 6.42 MB

Date added: 2015-07-08

Rating: 6

Downloads: 1451

Views: 513

Comments: 15

Ratings: 3

Times favored: 0

Made with: Algodoo v2.1.0

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The balls transfers its power, and the pickup consume then.

Arrow Keys to move!

Please comment/rate/share, it was hard to make this scene. :)


Changelog since version 1:

Remove useless scene.my.power / 1 loop.
Better fuel collector!.
Better smoke! It randomize in life size and color!
All the other axles in the pickup will only work if there is power now.
Better suspension!
Separated reverse axle with the half of the power.
Version 2 logo haha.
Less yellow combustive.
Fancy ground!
Better course.
Add "MEN WORKING" sign.
Add life timer for sign.
Add stop mechanic to the final of the course.
Add a new combustive.
Better stop mechanic.
Auto combustive giver.
Fixed some bugs.
Orange combustive description.
When sim.timeFactor changes, fuel will be consumed faster or slowly.
Add an awesome orange course!
Add final stop.
Add "arrow keys to move".
Add final notes.

Thanks for playing. :tup:
Last edited at 2015/07/08 21:33:39 by mm122
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Arg why there are so many few people to download it these days.
NICE but The keys are not making truck move 5/10
did you pressed S?
Wow! Very nice scene! :tup:

The only thing that was confusing at first was, it wasn't clear that I had to load those "combustive balls" in order to make the engine run. After a while I finally figured it out. So, it might help if you add an instruction that says something like, "You must load yellow combustive balls, which are fuel for the engine, before you can drive the truck".

Except for that minor detail, you did a great job on the scene! :)
Oh so it is working!

The problem I was afraid is that sometimes, a variable inside an object doesn't work right.

Thats why I need to put:

scene.my.liveA = 1000.0;
scene.livea = 0;
scene.livea = livea;
livea = scene.my.liveA;

In order to the private variable go to the memory.

Well I'm happy because it is working xD and I'l add more instructions.
very nice! 9/10 :tup: great idea, maybe you should make the rocks a little lower or not so steep hillclimbs.:tup:
Why do you do this:
scene.my.liveA = 1000.0;
scene.livea = 0;
scene.livea = livea;
livea = scene.my.liveA;

That does not make scense. Did you forget the "my" in scene.livea?

I could fix the code for you if you first explain what the problem is and what you are trying to do.
Thanks
Xray the problem is that when you use scene.my.x, the x variable becomes "universal" so it will be used by all the marbles.

With scene.x you can have different lives for the marbles, making it more dynamic.

Test it, you can put 1 marble and go through 500 life, them put another and go through 300. One will have 300 and other will have 500, but with scene.my, both will have 300.

Well scene.my.liveA = 1000.0; scene.livea = 0;... was the only way I found to each marble have his own data. Idk why but you need to put the private variable at the "2 equal sides" for that. You can see what happens if you don't do that by going to this scene that I made too.

http://www.algodoo.com/algobox/details.php?id=96730

it is broken.
Last edited at 2015/07/08 23:17:28 by mm122
I found an bug... when the life is negative and a marble is already used, it deletes. I need to make a way that the life never goes negative.
I think the problem is you are confusing Global variables with Local variables. Scene.my.x are global variables, meaning that every entity can read and write that variable. If you want to make a variable in the local scope, so that each marble has its own version of a variable that no other marble can read or write, then create the variable with an underscore character. For example, to declare a local variable, you would write "_variable1 := 3.14" (do not use quotes!) in the text area in the upper left corner of each marble's script menu. If you first select, say, 300 marbles, and then enter the code, all 300 marbles will get their own _variable1 that no other marble has access to. The underscore character ensures that the variable will get saved with the scene. If you do not use the underscore character, the variable will only work ONE TIME, and it will not be saved with the scene!

Hope this helps!
Last edited at 2015/07/09 00:20:11 by Xray
Ohhhhhhhhhhh thank you soo much! Never know about the _x! The problem is right that, I was having the problem about saving the scene with the variable. Really thanks! The next version will be better!
You're welcome! :)
800 downloads! Thanks everyone. :blink:
Now its 1042
Cool