Here is a suggestion that will make the connecting rod more difficult to be pulled off the crankshaft. In the upper-left corner of the scene next to the "File" tab, you will see a "gear" symbol, which is to change options. Click on that gear, and the options window will open. Then click on the "Simulation" tab, and increase the simulation frequency to 240 Hz. Then close the options window. After you increase the simulation frequency, you will have to increase the "motor torque" to 1000.
After you've made those changes, the engine will be much stronger and more resistant to being tugged by the user. You can increase the simulation frequency even higher, but if you make it too high, then people with slow or older computers will experience a lot of lag which is not good.
I do have a suggestion.... Leave the instructions showing when Algodoo starts. When they disappear, I find myself pausing the scene numerous times because I can't remember what all the control keys do.
gcarbonetti -- I have two versions of the game posted. In this one, a local variable called _activePattern gets a random number between zero and seven each time the game starts, so that any one of the eight patterns will get selected. In version V2, I do not use random numbers at all, but I did double the size of each pattern array (to 40 elements). My thought was, with 40 numbers in each array (each number represents one of four colors), and eight different arrays, that the patterns are sufficiently large so that no "normal" person would be able to memorize all of them!
Interesting mechanism, but it doesn't work quite right, and there are too many control keys for the user to have to figure out.
Suggestions:
1. Reduce the number of control keys to maybe ONE, so that the sequence of things happening is automatic.
2. It's not good practice to use the "Numpad" for control keys because some computers (mostly laptops and tablets) do not have a Numpad!
3. Figure out why it sometimes jams when resetting the pins (it may have been my own fault because it is confusing to know what keys to press during certain cycles in the sequence of resetting pins). That's why simplifying all those keys down to one or two at the most is important if you want a good functioning mechanism.
Who did you copy this roller coaster from? I think you stole it from a user named "Dare". Don't you know that you are supposed to get PERMISSION to use someone else's scene or part of a scene before you upload it?
That doesn't happen when I play the game. So, YOU must be the problem!
Hint: When you start the game, you will see the large ball swing back and forth like a grandfather clock pendulum. Click the desired difficulty button when the ball is at a good point in its swing. You will find that point by practicing a few times.
Yes, many "newbies" don't know how to remove the clouds, but I occasionally see some "oldies" who leave the clouds in their scenes even when it doesn't make sense to have them. So, this tutorial will help both newbies and oldies.
Your pool balls don't seem to have any friction at all because they keep rolling for an unusually long time (not natural). Take a look at the pool balls my scene, and you will see a more natural rolling and slowing down that they do.... POCKET BILLIARDS (Pool)
in the onCollide event....
e.other.collideSet = 0 (zero will remove ALL collision layers. 1 or 2 or 4 or 8, etc will give it collision layer A or B or C or D, etc. 3 will give it A and B. 7 will give it A and B and C. See how that works? in collideSet the number is a binary value which defines what collision layer letters will be active.
Countdown Clock: There are lots of ways to do that, depending on exactly what you want it to do and how you want it to be displayed. Take a look at my countdown timer in my Seawolf game. In the upper-left corner of the game, you will see "Time Remaining". Click on that, and open the Script Menu. There you will see the code for the countdown timer in postStep, and the display code in text. There are two local variables which must be defined and they are _latch and _timer.
No, it doesn't. Control-X will delete the selected object AND will save a copy of it in your clipboard, but Control-C is COPY only.
EDIT: Well control-V COULD delete an object if you paste some unseen text character that happened to be in your clipboard. For example, if you have a non-printing character in your clipboard (maybe like a Tab character or something like that) and you paste it over a printed character, the printed character will get replaced by the non-printing character, and so it behaves sort of like a delete in some situations, but it's not good practice to use Control-V as a delete command because of how it works.
Well, meester tomski.... you must be doing something wrong because it works just fine for me. Could you either post a sample of your scene, with the code that doesn't work, in Algobox OR in the forum so that I could take a look at what you did?
Wow, nice job! You did what I wanted to do, but I gave up on it after I realized how complex calculating the winner would be.
I noticed one "glitch" so far, and that is it seems to have no limits set for the number of disks in a column. That is, after a column gets full, the player can still add more disks to that column and make it overflow.
Other than that, you did a great job on it.
Edit: Found one more minor glitch. The winner calculator doesn't immediately register 4 in a horizontal row. So, one more disk must be dropped after the winning disk has been dropped.
tomskiwomski -- My stepdaughter is a Walking Dead fanatic! She even owns a huge collection of Walking Dead tee-shirts. As far as I'm concerned, I would rather watch a good technical science show, but that's just ME!
Not amazing at all. Every now and then some newbie like you will discover this water trick and then think that he is the first one to discover it. So he posts it and makes a big deal out of it as if he was the first and only person in the world to discover it! Actually, there are many similar scenes on Algobox that have been posted since this strange water behavior was discovered back in 2009 when Algodoo was created.
@applejack -- At least HALF of the scenes currently posted on Algobox serve no purpose and are a waste of time and space. But Algoryx (the company that owns Algodoo and Algobox) does not want me to delete crappy scenes unless they clearly violate the Algodoo Terms of Service. And so this, and other worthless scenes will stay.
You can change the value in collideSet with a math expression the same as you can with any other variable or event. So, for example, let's say that ALL collision layers of an object are set (letters A through J in "Collision Layers" have a check in the checkboxes). If you look at collideSet in the script menu, it will have a value of 1023. Now let's say that you want to remove collision layer "C" from the object when something collides with it. Well, collision layer "C" has a value of 4 (A=1, B=2, C=4, D=8, etc), and so you need to subtract 4 from the total value of 1023. You do that this way:
collideSet = collideSet - 4. If you place that equation in onCollide of the object that will collide with the object you want to change, then you would use {e.other.collideSet = e.other.collideSet - 4}. But if you want the equation in the object being changed when ANY other object collides with it, then you would use "e.this.collideSet" instead of "e.other.collideSet"
Hanan - Don't beg for comments. If people want to say something about your scenes, then they will say something. If you beg for comments, then people will either say stupid stuff, or they will tell you to quit begging for comments!
jaron1515 -- Nice job on the scene so far, but there are a couple of issues I wanted to mention about it:
1. The scene falls apart when I start Algodoo. You can fix that by gluing items to the background.
2. The house looks odd because the perspective is wrong. You have the far end of the house the same dimensions as the near end of the house. Do a search on "drawing perspective" if you do not know what I'm talking about. This is a very common mistake people make when drawing objects in "3D".
Other than that, you did a great job on it so far!
What is there to enjoy? It's nothing but a red box with the strange word "kazurium" in it. This scene must have taken you all of two minutes to make. Are you proud of that?