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1. Just wondering, is all that code in the fine print that's listed in the center panel really necessary in order to make this parallax scrolling scene work? That seems like an awful lot of code just to do what seems like a fairly simple and straightforward action.

2. If someone else (such as myself who has a reasonably good understanding of Thyme script)wanted to use this feature in their own scenes, wouldn't they need at least a little more detail of how this feature works and how it can be modified, than what you had given? I would want to learn more about it so that I could effectively use it and configure it.

THANKS!
Good job! There are a few misspelled words, but that can easily be cleaned up. The readout is now in units that are expected (RPM). :tup:

In the scene, your text reads, "Each time you create new bend with target it shows diffrient so you have to find it for your self." That is because when you create a new circle, it will almost never be created with its angle at zero degrees. And so what I do when I need to use the Bend function of an axle, after creating the circle, I go into the script menu and I set the angle to zero. Then when I attach the axle to it, the bend target zero point will always be in the same spot every time, and you will not need to add an offset to the target like you do now! Try it!
My best score so far: 5434
Perfect! THANKS!:tup:
The Linkage - I tried that but it doesn't work. So, just to make sure that I'm doing it correctly, please give exact details.

This is how I tried it: I clicked on the circle tool to select it. I then pressed and held down the Shift key as I deposited the circle. The angle changed constantly to different values as I moved my cursor around until I deposited the circle. It did not stay at exactly Zero degrees. So what did I do wrong? :s
Thanks TheInventor! :)
Cookman12 - It is Okay to make suggestions, but you should never demand that someone fix their scene. You make people angry when you do that.

Thanks
This is nothing new. We have known about this strange water behavior for many years. Search the archives and you will find many other scenes that show this.
The word is "wrecking ball".
Yes, he does that a lot! <_<
No, not Ok. If a scene is not appropriate for Algobox, then it will get deleted. If you play by the rules, then maybe your scenes won't get deleted. I have to do my job whether people like it or not. If I don't do my job, then Algobox will become a total mess, and I am not going to let that happen. Do you understand?
A flashlight is a weapon?:o Well, I suppose anything can be a weapon if you throw it hard enough! :lol:

So, what makes you think that a flashlight is a weapon? I am from the U.S., and I've never heard that before.
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Last edited at 2014/07/31 20:09:35 by Xray
Yes, it's a great car! (Sorry I missed the fact that it's movable in the previous version of this scene. There are so many scenes being uploaded lately that are nothing but a picture of a car or some other stationary object, and I just assumed that this was also. My bad!).

You did a great job on the scene (I rated it 10). :tup:
This is a good start, but I have a question and a suggestion.

1. I'm not an expert in cosmology, but it's my understanding that most of the planets in our solar system have elliptical orbits (not perfectly circular). So, I was wondering if/how you would address that?

2. As a suggestion, do not make your scenes at the extreme zoomed out value (100 meters). When you do that, then users cannot zoom out any further, which limits what they can view over their entire screen at one time. Better to make the scene at 10 meters or smaller so that users can zoom out.

Nice job so far! :tup:
This makes no sense at all. <_<
WHAT is this scene about? :s Must be a video game or something. :huh:
Just wondering.... Why must you upload this scene to Algobox in order to test it? Can't you test it on your computer? :s
NP - Thanks! :)
Totally awesome. And I like those expanding tires! :tup:
What's new?
Through trial and error, I was able to locate the limits of both axes where the motion stays linear at the edges. Now, whether or not those limits would severely limit the desired range of motion would be dependent on the real world application. For some applications, a very limited range may be all that's necessary.

When I worked in the real world with real X/Y and multi-axis industrial machinery, we used very precise X/Y tables that used precision ball-screws and linear slides for the needed motions. Of course the limits (hard and soft) were tied to the table base, which made setting the limits very easy.
Well, I do not see any doors because I have no idea what the Metroid prime trilogy is. But that's Okay. So, never mind. :/
It's now linear on all four edges of motion. :tup:

I noticed a slight instability at the bottom-left corner (-1.5,-1.5) but that can be smoothed out by increasing the spring damping.

Nice work! :tup:
Thanks Lighter!
Kole1911 - Sorry, but I don't know what you mean by "validate me". Since you are making comments, you are already registered, and you do not need me to do anything more for you.
Okay, now I understand. Thanks!
Nice job overall, but I see a few problems with it right away. They are:

1. The steering only works while accelerating. That is, when I stop accelerating (so that the car is coasting) then the steering no longer seems to work properly. The wheels move in the direction of the arrow keys, but the car does not turn.

2. When I press the down arrow key, the brake lights turn on, but the car does not slow down.

3. Not really a bug, but a suggestion. Enable the GRID so that users can determine how the car is moving.

I will play with it some more and will let you know if I find any other "issues".
Lighter - Why did you open another account named kole1911? You should know by now that it's against the rules to have more than one user account. Why did you do that?
faytree - Can you see the background image in this scene? There are trees and open field and sky, etc.
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