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Visual Form Creator 1.3.1

Image:
screenshot of the scene

Author: Little

Group: Default

Filesize: 404.21 kB

Date added: 2024-07-29

Rating: 6.1

Downloads: 3664

Views: 677

Comments: 19

Ratings: 3

Times favored: 0

Made with: Algodoo v2.2.3

Tags:
guis

Scene tag

It's only barely been a week, but I have been working on my collapsible forms scene and I have made some pretty serious improvements!

These forms were inspired by s_noonan's collapsible forms, and my habit of creating generator scenes!


This scene lets you visually create collapsible forms that can be used in your scenes.
By collapsible forms, i mean a window with inputs on it that can be saved as a single geometry.
I wanted to create these to make my generator scenes simpler, and because I honestly just thought it would be fun (and it was!).

Included in the scene are 5 sample forms (Calculator, Gear Generator, Polygon Generator, Star Generator, and Tree Generator), and a tutorial on how to create your own forms.
As well, there is the visual form creator itself, which I have spent a lot of time on.

I plan to use these forms to make my third generation Terrain generator, and perhaps some phun little prop generators, like a rock generator, house generator, or a new tree generator.


Have phun!

2017 - 2025 Little (XCS)

If you use parts of this scene (including forms you generated) in your scene, please make sure to credit me! :'D

EDIT: Added a tree generator to the sample forms.

EDIT 2: Version 1.1! I have optimized the form generation code slightly, added support for angled panels, and added the ability for forms to persist after reloading the scene.

EDIT 3: Forms can now be dragged by their titlebars.

EDIT 4: Made the tree generator look slightly better

EDIT 5: Tree generator now groups trees (suggestion by Xray), added terrain generator form!

EDIT 6: Version 1.2! Forms now support all shapes, not just boxes! All sample forms have now been rebuilt and the default form window has been overhauled to look more like something you would see on an operating system such as Ubuntu.

EDIT 7: Version 1.3, the biggest update yet!
Persistent forms can now survive being dragged out of phunlets (before they kind of glitched out)
Forms now support dynamic addition/removal of form members (i.e. "panels")
Moved tutorial from a form to static text
Overhauled spawn asset menu

EDIT 8: Version 1.3.1
Fixed some really annoying bugs and re-added the phunlet safety code because apparrently even though i very specifically remember bug testing it multiple times and sharing it within my group it doesnt exist and never existed (i blame Algodoo not saving sometimes)

New forms will no longer crash Algodoo if they are closed after form members are improperly deleted, I haven't applied this to the sample forms yet though because im too frustrated and I'm in a hurry to fix the phunlet thing
Last edited at 2025/03/31 01:27:02 by Little
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Nice work!:tup:
I agree with s_noonan. These tools could be very handy for users while developing their Algodoo scenes.
Thank you! I spent a lot of time on these and if im honest im kind of proud of myself for it.
Little -- I have a suggestion for the tree generator. I noticed that after generating a tree, all of its components (leaves, branches, trunk) are not grouped together. So, when I tried to move the tree by grabbing the trunk, only the trunk moved by itself. My suggestion is to group all of the components during the generation process. Of course a user can do that manually, but having the tree components already grouped would be a nice touch (IMHO).
Thank you for the suggestion!

I have now altered the tree generator to include this feature. :lol:
Last edited at 2024/07/30 01:42:20 by Little
Awesome!
I'm half tempted to try making a computer that's hooked up to something like this for graphics!
Last edited at 2024/08/01 03:55:09 by Little
Okay, sounds interesting. Go for it! :)
Thinking about it though, I feel like programming such a computer would be an absolute nightmare with my really janky scripting languages, so im not actually entirely sure what to do about it.

It would be nice if i had a bit more knowledge about programming and was able to implement a proper scripting language such as Lua, but i also feel like such a device would be incredibly slow running under Thyme, atleast in 2.1.0.

Maybe such a thing would be a slightly better idea once 2.2.0 comes out though! I have tried running my computers in 2.2.0 and I was able to set the clock speed much, much higher. Who knows?
Suggestion: A mistake that inexperienced programmers make is to start coding a project before they even know what they need to do or how big the task would be. Experienced programmers work out an initial plan for how the project will look and operate. They do that with a logical flow chart that spells out every task that must be done and exactly how to do it. It also helps to write "pseudo-code" for some of the functions and low-level tasks such as math calculations and logical steps. I cannot explain all that in just a few comments but I sure you can learn those practices from various "how to program" or "how to code" tutorials on the web.
I had a slightly strange idea that was sort of inspired by the cell phone ad scenes you and Test-01999 made.

What if I create a graphical computer like a phone, with "apps" which are just these forms? Bonus points if the home screen itself can be customized (i.e. it's an app too).

Rather than having a strange proprietary scripting language like Ab or Chives, it could theoretically run pure Thyme, and since the apps are just a modification of these forms, programming it could potentially be really easy, and it could possibly even be useful for more than just messing around with, if I, say, ported my tree generator and the like to it. One phunlet to take care of all of my generator needs.

I kind of love this idea to be honest! :lol:

I also like the idea of finally implementing a proper filesystem. Maybe the phone can have an internal filesystem and removable SD card-like drives!
Last edited at 2024/08/02 21:32:02 by Little
That sounds great! If I could help you in any way with it please feel free to contact me. Most of my professional programming experience was 8-bit assembly language for the Intel 8085A microprocessor which is quite different from the scripting language used in Algodoo. But I'm sure between the two of us we will make it work! :)
I might try this in the future but for now Algodoo doesn't seem to want to play ball with such a computer. Somehow running it causes every script inside of the computer to have a case of the "bubbles".

By that, i mean everything (gets) (surrounded) (by) (parenthesis) like when you forget to add a semicolon but it still manages to compile! :mad:
Last edited at 2024/08/12 06:36:43 by Little
Yeah, I think I see where the problem is. We can write the operating system for an Algodoo computer in Thyme script, but when a user writes any program code for the "computer" then Thyme will see that as "bad syntax" and will flag it with a bunch of parentheses. Is that the problem?
I think so but I'm not sure.
make toggles look different to color, like add a checkmark/x on them depending on if they're on or not
I'm planning on redoing the preset menu to have a lot more presets to choose from, but in the meantime, here's a script you can use to make a toggle look like a checkbox!

Simply click on the toggle, paint it whatever color you want, and paste this into postStep:

(e)=>{
"You can rename _toggleValue to anything you want!";
text = (_value ? "X": "");
_form._toggleValue = _value
}

I would also right click on the toggle button and set its text to "X" so you can scale the text appropriately.

By default, toggles are on. If you would like to change this, enter the toggle's script editor and change _value from true to false.

I hope this helps! 8|
I'm impressed by your tight coding. I aspire to create coding as tight as yours.
Thank you!:D
Last edited at 2024/10/15 03:30:37 by Little