Yes, I know. But it was the only "Spiderman" type scene that I could find that even comes close to the scene that JakubKubo was asking about. I have a good idea what he wants to do, but he may have to do some clever scripting in order to make it happen. If kilinich can't figure it out, then no one will be able to!
나는 한국인이 아니다. Google 번역을 사용하여 한국어로 의견을 작성했습니다. 당신이 거주하는 나라는 중요하지 않습니다. 단지 멋진 장면을 만들고 다른 사람들이 즐길 것입니다! 감사....
Eng: I am not a Korean. I wrote in Korean using Google Translate. The country you live in does not matter. Just make great scenes and others will enjoy them! Thanks....
Thanks, wild bill. I appreciate the feedback and kudos.
s_noonan - I made the assumption that once a sound file is used, Algodoo will automatically save it. But I guess I was wrong. If users are required to download and store specific sound files with each new scene that has sound, then that is just too much "monkeying around" (as my wife would put it). Most users want turn-key software, or at least software which is very simple to set up and configure. Algosound is a great work-around for something that should have been incorporated into the software, but if it requires a lot of monkeying around in order to make it work, then many users simply will not bother with it. Thanks very much for your helpful comments.
Oh, concerning links to my wav files, I will need to search for them again. I just did a Google search until I found a couple of "sonar" and "torpedo" sounds that sounded how I expected them to sound (based on old submarine movies). I'll see if the links you show are the same as mine.
This is very similar to an old arcade game called "Computer Space". In the mid-1970's I bought the out-dated game (which no longer was making any money) from the company that I worked for, and put it in my basement. I was amazed that the entire game was designed using analog circuitry! There were no microprocessors, and the video images were created with diode arrays that were configured in the shapes of the spaceship and the flying saucers! Even the motion control circuitry was analog which used basic A/D converters made with discrete components. I think you would be impressed by the circuitry if you were able to look it over.
By the way, I'm curious if my sound links work Okay for other people besides me. Could you download my three sounds and tell me if they work as expected?
Actually, it's not too hard if you've ever driven a forklift. You can grab the cable spool by sliding the fork into the CENTER of the spool, and you can grab the wood box that's on the pallet by sliding the fork UNDER the pallet. It's a little tricky while adjusting the positions of the loads and the forklift, but after playing with it for a while, it becomes intuitive.
I'm happy to see a new user who constructs and uploads a complex mechanical scene rather than playing those childish "camp" games, and posting static cartoon images that do absolutely nothing but "pose" when the Algodoo RUN button is pressed. Good job!
Now for the constructive criticism: Your scene does have a number of issues, but some of the issues that I list below are strictly of my own opinion, and does not necessarily mean that what you did was wrong. It just means that your scene could be improved (as could nearly every scene on Algobox!). Here is my list of issues:
1. This is very minor, but it does not make sense to have clouds floating by in a game or sport which is typically played in-doors. Disabling the clouds is fairly easy to do. You simply right-click anywhere on the scene background, and uncheck the checkbox labeled "Display Clouds". Then make sure to SAVE the scene before you upload it to Algobox. Unfortunately, the clouds default setting is enabled (Draw Clouds checkbox checked), and so you must manually uncheck it for any scene which should not have clouds.
2. All "Ten Pin" bowling games have (you guessed it!), TEN pins. Your game has only four pins. And they are lined up in such a way that the player will always bowl a strike unless he/she is sleeping or happens to be intoxicated while playing this game! (lol) It, of course, would be much more realistic if you made the game with TEN pins, and do not place them one-behind-the-other in a line. How could you do that, you ask? Well, the only way that I know of is to change how the game is displayed. Rather than view the pins from a side view, view them from a TOP view. That way you could show all ten pins in their customary orientation, and you can make them crash into each other in a more realistic fashion. Of course the pins will resemble simple circles when viewed from above. I show the pins in my own version of a ten pin bowling game not from above, but rather from a straight-on view, as if the player were actually looking down the alley at the set of pins. And rather than launching the balls from left to right, I launch the balls from bottom of the screen to top of the screen in order to simulate how the balls appears on a real bowling alley. As it moves toward the pins, it appears to shrink, the further away from the player it becomes. It has a sort of "3D" effect. That is how most arcade video bowling games are displayed. But in order to set up the game in that orientation, it requires a lot of advanced programming using the "Thyme" script programming language. Here is one of my bowling scenes that I made about five years ago: Ten Pin Bowling Lane . Please check it out some time!
3. The final thing that I wanted to mention is the fact that this game looks like a magical assortment of gears, levers, rotating gizmos, and lasers. It does not look like a "finished" machine. If you care about making your scenes looks "professional", and if you take pride in how they look as well as how they perform, then I suggest that you spend much more time in making anything you make look like a finished product instead of displaying what looks like a jungle full of gears, wheels, pulleys, levers, and...... well, I think you get it!
Sorry for my rambling, but that's how I am. I like to ramble when expressing my opinion about a subject that I care about.
Oh, since you are obviously technically-minded, I suggest that you check out the Algodoo FORUM. There's a ton of helpful information in there that will help to make you a more effective creator of awesome scenes.
You're welcome. If you need help with anything here on Algobox, let me know, and I will try my best to help you. You can usually contact me by posting a comment on any of my own scenes, or on any other scene that I have already posted a comment on. That's because I "subscribe" to every scene that I comment. So, whenever anyone posts a comment on any scene that I subscribe to, the system will automatically notify me whenever someone else leaves a comment. You could do that too, if you would like to. That way you won't need to constantly check to see if anyone left any comments for scenes that you left a comment on. When you subscribe to a scene, Algobox will show "New Messages" as a link at the top of every Algobox page. Simply click on that link, and it will show you a list of every scene that has a new comment waiting for you to read and/or respond to. Cool, huh?
Have fun!
Oh, by the way, I am an "Admin" here on Algobox and on the Algodoo Forum. That means I am sort of like a police officer. My responsibility is to notify anyone who breaks the rules and to let them know that what they are doing must stop or else they will risk being banned. I can also delete comments that have profanity (dirty words) in them, and I can delete entire scenes if they violate the Algodoo Terms of Service (Rules).
Yeah, although I did not take the time to do the detailed research that you have done, I have been noticing the increased frequency of "spam" scenes. Algobox would be a lot different (more like it was before ALgoryx started giving it away) if it were up to me. Unfortunately, I do not make the rules. I only enforce them. And so if Emanuel from Algoryx tells me to allow virtually any kind of scene (As long as they don't violate the Terms of Service) then That's what I have to do. I don't like it either, and that is exactly why many smart, talented, and mature people have left Algobox over the past five or six years. Now it has turned into a Kindergaten and we "older" folks can't do much about it. Complaining doesn't work, and Algoryx will no longer support it. If it wasn't for me sticking around, the site would fall into total chaos in short order. I try to keep that from happening, but even I grow more and more frustrated with what it has become, and I don't know how much longer I will stick around.
Why do people still play this? For the same reason that YOU continue to play it! It's fun. It's educational. And you can share your scenes with others.
I don't understand why you continue to post scenes that state "Algodoo is dead", and "Why do people still play this?". And yet, YOU continue to create scenes and you continue to upload them for others to see. I hope you are not whining about the few issues that Algodoo has simply because you like to complain in hopes that others will post comments. If I see a trend like that, then you will not stay around here much longer. We want people here who enjoy Algodoo and Algobox for what they are, and if you don't like being here, then I hope you will leave instead of stirring up trouble.
So, please do not post any more of your negative scenes that complain about how Algodoo is dead and you question why people continue to play it. Either enjoy it, or leave it!
I disagree. Algobox will not be better until Emanuel makes some major changes to it. But from comments that he has made to me, I don't think that is going to happen.
MoBuilds wrote: "This is completely unrelated to the scene...."
Then it would have been better for you to ask technical questions in the Algodoo FORUM. When you ask your technical questions in a scene comments that are unrelated to the particular scene, you limit the number of people who might be able to help you. The Algodoo FORUM is not nearly as active as it was a few years ago, but I believe that you would still have a better chance of getting your questions answered by very smart people (including s_noonan, kilinich, and a few others, even ME!).
That's exactly why changes are needed, especially to how the registration process is done. Currently, new users can (and do) enter bogus Email addresses. If we were to implement some sort of Email confirmation (e.g., "Click this link to complete your registration") then that would help a great deal to reduce the amount of spam and people who register for no other reason than the fact that they are bored and have nothing better to do. But Emanuel disagrees with me on that point, and therefore has no intention of improving the registration process. If he is reluctant to make any needed improvements, then things will only get worse in time.
Stormstar- It's not a good idea to make a sarcastic remark by saying he did a nice job copying someone else's scene. Some people, especially young children, do not understand that your comment is sarcastic, and therefore he probably thinks that you are complimenting him. When someone here on Algobox does something that you know is wrong, it's better to tell them how you truly feel about the situation instead of using sarcasm.
Good idea about the timer, but Emanuel (not Emil because he no longer works at Algoryx) has no plans to make changes or improvements to Algobox. I made many suggestions to him but he does not seem interested in spending the time or money on making any improvements. Algobox and Algodoo are no longer supported, so they are as good as they will ever be.