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GOD MENU

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Author: UnityDogGaming04

Group: Default

Filesize: 203.62 kB

Date added: 2024-03-06

Rating: 5

Downloads: 958

Views: 213

Comments: 4

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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Just a silly thing to play with. Copy both boxes (god menu box and time boost box) into a different game and everything should still work, but be warned: it modifies sim.frequency, so anything that relies on a static simulation frequency will not work properly. Note that everything in this scene either reads from sim.time for time-dependent behavior, or has a _dt variable that controls the speed of events and is itself directed by sim.frequency. Adding anything that doesn't run code this way will join you in the time warp and behave as if time never slowed down or sped up.

Venge Climber update 3.1: Pressing P while paused now centers the camera on the player. This is to make scene start 99% less jumpy.
Venge Climber update 3.1.1: Paw strength controls restored.


Utilizes Venge Climber 3.1. Controls in scene. Bug me if I overlooked something.

P.S.: Everything that is spawned via the god menu eventually despawns; hardlight circles go after 1 second, walls and platforms after 5, instant explosions after 0.01.
Last edited at 2024/11/07 22:14:41 by UnityDogGaming04
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It appears that you spent a lot of time coding these game components. Very impressive! I'm not much of a gamer but I always appreciate clever coding when I see it, and your coding certainly falls into that category. :tup:
Why, thank you! There are a few things done here that I never would have tried before that I just decided to try anyway this time, namely the positioning and scaling of the menu boxes, which turned out to be stupidly easy and took me no time at all!
This is perfect !:D

i love it
Suggestion: In the "update" method of any object place the following script:

app.gui.playMode = sim.running

Why: Because the control keys (W,S,A,D and others) change the cursor from a simple pointing finger to whatever tools those keys stand for. For example, after I pressed the S key to zoom, the cursor became the placement pointer for the spring tool. So every time I wanted to click on something to select it, a spring was placed in the scene! Very annoying. That script will fix that issue by forcing the scene to go in and out of play mode dependent on if sim is running or not.

Except for that, the scene is pretty cool!