I don't have an iphone and so I don't know how this game is supposed to work. The instruction in the scene says something about a "slice tool above" but I don't see a slice tool. Also, I pressed the S key as instructed, but then nothing happens. Please describe object of the game, and what controls (keys) need to be pressed to make something happen. Thanks!
EDIT: Never mind! I figured out what happened. Your mechanism that launches the fruit was jammed. After I freed the fruit, it started working, and I figured out that you were referring to the Algodoo slice tool.
I know that the scene has some issues. I was debating whether I should publicize it in its "not so perfect" condition, but I made the decision to release it so that people can see what is possible with Algodoo besides the usual 2D motions. I plan to work on it to see if I can improve it, or maybe I'll just work on a completely new scene that uses these 3D motion concepts.
You must be bored again! I noticed that when you are bored, you make a scene that shows that goofy face when a button is pressed. Remember when you asked me for suggestions for a scene for you to make, and I suggested that you look through the Algobox archives in order to get some ideas? You really should do that instead of making more scenes with that stupid goofy face. Make a scene that is either useful or educational. Just a friendly suggestion from another Algodooer!
[quote}Your first statement that "They are so light that they are essentially helium balloons" is false. [/quote]
OOPS! I was reading the value incorrectly. When I saw the value "2-80 kg/m2", which is the combined densities of both the circle and the box, for some dumb reason I was thinking it was a single density of "2^-80 kg/m2"! DUH!
[quote]What do you think about the code in the "update" event of the circles?
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Very clever using the density value to correct the balance. It may not be the tight control that PID provides, but it does seem to work!
[quote] Sounds like you would be impressed with greater complexity, but a simpler solution may be more elegant. You will have to dig deeper to find out how this really works. [/quote]
Well, complexity does have its place, but I prefer the "Occam's Razor" philosophy of simple is better. I believe I did figure out how it works, and yes, it did require some digging. Again, very clever!
You fooled me because I had no reason to believe that you would put fake code in a scene. You are a talented engineer who has produced some clever designs and clever coding, and it looked like your fake code could actually work. That's why your fake code was so deceptive! Nice work. (I'll see if I can fool YOU some time in the future when you least expect it! )
If you zoom out some, and then highlight the area just below the main image, you will see 54 hidden boxes which contain each of the animated gif images. I created an array in the console which contains all the links to the 54 images. I then access each link in the array by using an array index (local variable "_i"). By incrementing the index with a timer, it cycles through the entire array of image links, and then starts all over again at scene.my.array(0) which contains the first of 54 image links. Simple, huh?
Thanks for the comments and the suggested mods, but I wasn't going for accuracy or precision. I just wanted to show a different method of displaying a texture than the usual method. The user can tweak his/her scene any way they want to for various visual effects.
Not a new idea. This has been done a number of times before, although the script may be different. Search on "mouse over" to see other similar scenes. (use the quotes in the search)