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Doesn't work at all. I guess it looks okay, but it just doesn't function.
Nope, using the latest version of algodoo, 2.0.2 b15.

If I had tried it with phun, I would've said something like "Doesn't work in phun. Dag nabbit.".
Thank you! I'm glad you like it.

How to Write in Color:

To write in color, simply type out [color=red.] behind what you want to be red, but remove the period. Then type out [/color.] after what you want to be red, but again, remove the period.

You can do this with many, many different colors. You can do it with red, orange, yellow, green, cyan, blue, indigo, purple, pink, gray, white, silver, and pretty much anything in-between. (you might have to select the text in order to see everything, because there's some bright colors in there. :lol: )
So if you didn't know that +inf inertia multiplier makes objects perfectly stable, how do you keep doing it in your walker scenes? Did you download a scene with a +inf inertia multiplier object and then just change its shape, without knowing how it worked? :s
Last edited at 2012/06/19 02:56:17 by FruitMonger
Very cool. :tup:
I like that you used a picture of the insides of an eyeball.
Okay, I'll just tell you exactly why it doesn't work, because I don't want you thinking it's my computer or something.

It doesn't work because it's mostly skin, and so you won't know where to put a magazine, because there's no magazine guide or anything, so that causes you to break the gun. When the gun gets broken, the magazine won't stay in, so the gun won't function.

Even if the magazine stays in, it's half scripted anyway, so......bleh.....
I made almost this exact same thing once, but I couldn't get it to work properly. Mine was bright teal, too!
I like it. It looks really neat and works well. :)

Just one suggestion: Maybe make the gears that make the water seem to boil invisible? It would make it look more realistic, in my opinion.
It's unbalanced, some pieces of it are loose, and it's not a truck. :tdown:
Really? Three hours? For this? I don't see how this is awesome, but whatever...
I don't get it. What did you do to it? It didn't explode with paint or anything, so unless there's something else you changed that I didn't notice, all you did was steal J-dewd's gun.
Pretty neat. If you turn the spring strengths down, it turns into gelatin. :lol:
Hmm........ I like it, but I see a few problems with it. Lemme show you in a scene response, and I'll also show you how to make it a bit more efficient.

As is, I'd give it a 7/10 :tup: .
Yeah, the pot's kinda screwed up in this version :( . It's fixed in Campfire with Food, though.

And thanks for the comments and compliments guys, I really appreciate it. :)
Ahh, thanks for telling me. I actually had it as a part of the circle, but I didn't put it in properly. I named it timet instead of _timet :rolleyes: .

Oh well, it's fixed now. I double checked to be absolutely sure ;) .
Last edited at 2012/07/08 01:15:47 by FruitMonger
Thanks a lot, I'm glad you like them:D. And thanks for the suggestion. They're much better now that I changed them.
Last edited at 2012/07/19 15:36:49 by FruitMonger
The only problem I have with it is......what's with his arms? :lol:

Just kidding, really great QWOP game, moves exactly like he does in the real game.
Last edited at 2012/07/19 15:45:55 by FruitMonger
Um....I'm not sure what you mean. What is mts? Mechanical testing system? Think you can explain further?
Thanks! And sure, I don't mind.
Thanks, I'm glad you like it. I was afraid the gunpowder would be too weak.
And it didn't come loaded? I'll have to look into that, because I changed the scene up a bit, so maybe I just forgot to re-load it.
Neat. Simple, but neat.
Ahh! Numbers two and three, that's what was wrong! I made this pretty late at night, so I wasn't thinking the clearest, and I must've typed my scripting wrong by mistake. Thanks a lot. :)
Awesome game, really fun to play. My best time was 68 seconds :P .
Nice job giving credit, bro. <_<
Well, I'm not that experienced with scene.entityByGeomID, so you might be better off asking on the forums if you want all the details, but I believe it basically finds an entity within the scene using readables (variables that you can read, but not change), and then allows you to use that entity for its variables and stuff.

As for the followers, it's actually quite simple, once you understand how to use scene.entityByGeomID.

Basically, there's a script that I use along with scene.entityByGeomID that assigns the circle the name "A", and then you can use the circle's variables, like pos and radius, for anything you want. (the script is "a := Scene.entityByGeomID((readable(entity)).geom)"(For fixates and hinged you want it like this:
a := Scene.entityByGeomID((readable(entity)).geom1);
b := Scene.entityByGeomID((readable(entity)).geom0)))

For the mouse follower:

The mouse follower takes A (remember, A = circle) and extracts its pos, then finds the difference between app.mousepos and the circle's pos (app.mousepos is the position of the mouse cursor in the simulation), and assigns the X/Y pos difference to the X/Y thrusters, but multiplies it by 50 or so.

For the camera follower:

The camera follower is basically the same as the mouse follower, but instead of using app.mousepos, it uses scene.camera.pan instead.

And that's about all there is to it. If you need any more info, feel free to ask, and if you don't understand a part of my explanation (which is somewhat likely, because as of now it's about 12:10 A.M. where I am), I'll try to explain it better/further.

Hope that helps. Have a nice day :) .
(Or, you know, night :P )
@faytree:

There are differences between 2.0.1 and 2.0.2 scripting, and that's probably why. I believe there are more scriptable variables on geometries in v.2.0.2 (like pos, radius, vel, etc.), and it uses those variables.
Last edited at 2012/10/03 19:10:20 by FruitMonger
@Xray:

Yes, you can do it that way, and I've actually done that with one of my scenes, but it's no fun to do it that way ;) .

Also, you can't have anything connected to the follower if you do it that way. Try it out, it screws stuff up.

And if you just want it to stop spinning, you can make its inertiamultiplier +inf, and it won't be able to spin.
It's actually not a 2 stroke. The cylinders are just infront of each other, so it looks like a 2 stroke, but if you triple click one of the cams (or right click and select alike) and delete the selected ones, you'll see it's a 4 stroke.

I'll upload a scene response that shows how it's not a 2 stroke.

Also, I actually have tried the spring rod technique, and didn't really like it. It's a lot uglier and finickier in my opinion, but thanks for the suggestion anyway :) .
Thank you, I'm glad you like it. :)

And you know, I hadn't thought of it, but recoil wouldn't be very hard to implement... at least I don't think it would....

Next project := Recoil Implementation ;)

And yeah, you could use the mouse wheel, but I wanted it to feel a little more like a real first person shooter game, instead of having to drag the camera around to aim, which I don't think you can do in any FPS I've heard of.
Wow.... it seems so simple, but it's so awesome.
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