Browse Search Popular Register Upload Rules User list Login:
Search:
The scene was deleted because you were too lazy to give it a proper title. "?????" is not a proper title for a scene. This one now at least has some words in it. ;)

Thanks
Holy cow.... No one on Algobox had ever said that they love me! :o Well, thanks for that anyways (just don't tell my wife, Okay?) :lol: .

Happy New Year to you too! :tup:
Who does that "Star Wars spoiler" face belong to?:huh:
Witherskull4091 - Thanks for the comment, but I looked back through most of your scenes, and you haven't written even a single line of Thyme script. So, what makes you an authority on the subject? I'm not being sarcastic. Just wondering.

Thanks again.
Okay, thanks. Just FYI, as part of my job, I have to watch out for people posting pictures of people or things that they should not be posting (privacy issues, etc). This one is probably Okay, unless I hear different.

Thanks again.
Much better!:tup:
This is awesome because I can chop up the original geometry into little bits of polygons and each one still runs the animation (although they have to be resized).

Could you please explain how "cost" works in this script? I'm puzzled about it being at the end of the code like this: (cost)()
How does that work? Thanks!

cost := math.mod(math.toInt(10 * (sim.time)), 17);
[{
texture = "frame_00000.png"
}, {
texture = "frame_00001.png"
}, {
texture = "frame_00002.png"
}, {
texture = "frame_00003.png"
}, {
texture = "frame_00004.png"
}, {
texture = "frame_00005.png"
}, {
texture = "frame_00006.png"
}, {
texture = "frame_00007.png"
}, {
texture = "frame_00008.png"
}, {
texture = "frame_00009.png"
}, {
texture = "frame_00010.png"
}, {
texture = "frame_00011.png"
}, {
texture = "frame_00012.png"
}, {
texture = "frame_00013.png"
}, {
texture = "frame_00014.png"
}, {
texture = "frame_00015.png"
}, {
texture = "frame_00016.png"
}](cost)()
@Aaron8205 -- Delete the boxes and sim.time? Why on God's green earth would you want to do that? It has nothing to do with what I am demonstrating in the scene. Do you even understand Thyme scripting? )|(


hugh -- Sorry but I don't understand your comments. And just like Aaron8205 I don't think you understand what this scene is about. If you don't know Thyme scripting, then you shouldn't even comment about this because you give me no useful information.
@s_noonan - Thanks for your comment, but please elaborate what you mean by "system time has no meaning in Algodoo"? FYI - I have not only used it for displaying time clocks for some of my game scenes, but I have also used it for timing events, and it worked very well for those instances. You may very well be correct, but I need to understand in more detail what your thoughts are about it.

Thanks again!
Tell me what you want, and I'll see if I can do it. I cannot read your mind, so you will have to detail exactly what you are looking for (don't simply say, "I want an animated wall" because that's not enough information).

I think you are asking for an animation of a Minecraft wall breaking up, but I'm not certain. If that's what you want, I still need more information such as size, general colors or types of textures, how the event is to be triggered, how long should the animation run from start to finish, do you want the rubble to end up in a pile on the "ground" of the scene, or should the rubble disappear, etc. DETAILS, MAN.... DETAILS!
WAIT... HOLD ON, GUYS.... When have I "banned camps"? There may have been certain types of scenes that I would delete many months or even a year ago that I now allow. So, please stop your whining about me preventing you kids from making your goofy little camp scenes or "Algocathlons" or whatever they are called. Emanuel gave me the authority to watch over Algobox to make sure that people don't abuse it. That's my job and I will continue doing that to the best of my ability. There are some scenes that I delete for good reason, and that will always be the case. BUT, currently, I have been allowing virtually any kind of scene, no matter how simple or stupid it may seem because that's what Emanuel wants.

I will delete scenes that violate the Algodoo Terms of Service. If you click on "Rules" above every scene, you can read them if you want to. That is what you agreed to when you registered your user name. You do remember that, don't you?

So, again, stop your whining and crying like babies and get back to making good scenes.

Thanks
Well, the best way to send a "Private Message" is through the FORUM. Just click on "forum" above, then log-in with your forum user name (can be same or different than Algobox user name). Then go to "Control Panel" and click on "Private Message" tab. The nice thing about that is the messages are truly private. But if you create a scene and then delete it, yes, I could still see it because I can see deleted scenes, but so can other admins! So, if you have something that you want only me to read, then it's best to go through the forum Private Message system.

Oh, one more thing.... Yes, you can send a message to an Admin by making a text scene and then deleting it, but you cannot send a "private message" that way to any other (non-admin) user. So, it really is better to use the forum for sending messages to other people.
Last edited at 2016/01/02 21:09:11 by Xray
@Nickelfan - NP! Mistakes sometimes happen (that's why they put erasers on the ends of pencils!:lol: )
Excellent work! :tup:

You got a TEN from me! :)


Suggestion: The display that is stuck on the end of the gear shift lever that shows the condition of ignition and Starter is rather small. So I had to zoom way in in order to see it while starting the engine, and then I had to zoom back out again. My suggestion is maybe to make that display larger so that a user doesn't need to zoom in and out when using it. What some people do is they have a text box hover along with the car that shows important data. You would need to write some Thyme code to do that but it's a great way to keep the data visible as things update such as the speed of the vehicle, RPM of the motor, and other things.

Even if you don't change that, overall it's a great scene! Keep up the good work! :tup:
Last edited at 2016/01/02 23:23:29 by Xray
OOPS! I did click on it earlier but for some reason it did not register. The rating is in there now!

Thanks
That helps a great deal. THANKS! :)
Algodoo still has some bugs that will probably never be fixed because Algoryx cannot devote any more time or money into developing the product. The main reason is because the man who invented and developed the software (Emil Emerfeldt) no longer works at Algoryx.

I am an Admin, which means that I watch over Algobox to make sure that no one does something that they should not do (such as profanity, sexual content, buying/selling stuff on the website, etc), but I have nothing to do with the Algodoo program itself.

Some bugs have what's known as a "work-around". That means there may be something that can be done to minimize or prevent the bug from happening even though the bug is still in the code. For a work-around for your specific bug, you may want to search through the Algodoo forum. If not, then just don't do whatever you did to cause the bug to show up!

Thanks
Last edited at 2016/01/03 03:00:06 by Xray
Nice update! Again, great work! :tup:
I could have used these ideas a couple of years ago in some scenes that needed these types of constraints. Oh well, there's always the future!

Nice work, Steve! :tup:
@pnvv - You are probably correct, but I would be duplicating (or attempting to duplicate) other people's very good benchmark scenes, and so I'm not going to even think about it. But you are welcome to do it if you want to. You have my permission to use any part or all of my scene for your benchmark scene. :tup:
Can't you write proper English words with correct spelling and grammar? Or do you not care about it? :mad:
The "Click Switches" don't work because there is no code in the onClick events.

You must not have tested your scene before posting it! :o
Okay, now the laser "click" works.

Nice demo of logic gates. :tup:
Last edited at 2016/01/03 17:15:39 by Xray
Aaron8205 - I don't think you know what you want! First you stated that you wanted to delete the boxes, and now you say that you want to keep the boxes! :s )|(

You apparently are not serious about learning Thyme script because of the confusing and meaningless questions that you ask. My suggestion for you is to log-in to the Algodoo forum and start reading through the forum section titled "Thyme Scripting". There is a lot there, but you need to start with the basics. If you have specific questions, it's best to ask them in the forum, and not here in the scene comments.
Last edited at 2016/01/04 01:59:45 by Xray
This reminds me of the time that my then girlfriend (now my wife) and I saw Credence Clearwater Revival and Janice Joplin in person at the Fillmore West in San Francisco back in 1968. The place was so thick with marijuana smoke that we got high just dancing to the music (we were not smoking the stuff ourselves!). They were projecting visuals on the walls and ceiling that looked something like the color patterns in this scene. Those were some crazy days! :lol:
Very nicely done, and the code is brilliant!:tup:

Do I have your permission to use some of your code in my own future scenes?

Thanks in advance.
Put cosine in X, and sine in Y, and circle will move in a circular pattern.
T'Wind - When s_noonan made his comment, "...system time has no meaning in Algodoo", I was puzzled by it because I didn't understand what be meant by that. But after thinking more about it and after playing around with both timebases some more, I think I understand what he meant by it.

I call sim.time "Algodoo Time" and I call system.time "Real World Time". You are right about the fact that as a scene begins to lag, then sim.time will also begin to lag, and therefore, sim.time is accurate within the Algodoo simulated world. But, as s_noonan stated, if you want an accurate real-time clock (i.e., accurate to the real world) then you would need to use system.time. So, which timebase you use in a scene will depend on the application, and in some scenes, you may need to use both of them, each for a different purpose.

One interesting fact that I only recently discovered is that system.time begins counting from zero as soon as Algodoo gets launched. The sim doesn't need to be running -- only the program launched. Sim.time is different. It starts running from zero the first time when the simulation is started, and only runs while the simulation is running. Sim.time is also affected by "redo" and "undo" -- System.time is not.
That's very easy to do.
HA HA HA HA HA!!! Yeah, I was pretty young back then. And I just assumed that Janis was spelled the normal way. People, especially celebrities, didn't know how to spell names properly back then: "Jimi Hendrix", for example. That's because 90 percent of the population was high on something or other! :lol:
Last edited at 2016/01/05 03:10:27 by Xray
previous | 1 … 165 166 167 168 169 … 443 | next