FRA32 -- Can a Turing Machine program be used in an Algodoo scene, such as for testing the states of various conditions, and for enabling/disabling certain outputs, etc? Or can it only be used for performing simple math and logic operations? If it CAN be used in Algodoo scenes, how do you interface it with the various geometries?
Oh, Okay. So, the Turing Machine shown here is only for demonstration and education, and apparently it has no practical purpose. But that's Okay because I like popcorn a lot!
Yes, FRA32, it hurts a lot. And the problem starts at the top. I've said this many times over the past few years that the current path that Algobox has taken of turning into a kindergarten cannot change if Emanuel and others at Algoryx won't allow it to change. Because of the fact that Algodoo is no longer a viable, money-making product for Algoryx, they will not devote any time, money, and other resources to it or to Algobox.
Some people disagree with the idea that in order for Algobox to return to its original glory when technical people were making and posting interesting and technically complex scenes, it needs to be split up into two totally separate sections: One section for the children and non-sophisticated users, and another section for the more mature and technically sophisticated users who appreciate science and math. I believe that it can only survive with such a structure because adults and children cannot play together in the same sandbox. That is true in Algobox as it is in "real life". Mixing kids along with adults in the same arena is never a good idea because their interests, skills, and their maturity are on two very different levels which are incompatible with each other. Emanuel's argument for not splitting Algobox is, he feels that the kids will learn how to make technical scenes by learning from the adults and other experienced users, but in my own experience here on Algobox, I know that most of the kids do not WANT to learn new things. All they want to do is PLAY in games that have very simple concepts and which require very little critical thinking or logic. Their mindset is stuck in a world of "Guess my favorite color" and "Vote for your favorite athlete pose", etc. Occasionally there might be a "special" kid who truly wants to rise above that world of simple, lazy thinking, but that is very rare.
The sad but true bottom line to all this is, Algobox is now what it has evolved into and I don't see any chance of it being saved unless Algoryx were to sell it or hand it over to some other controlling party. Of course, that will probably never happen. I think they would close it down rather than to hand it over to someone else.
Sorry for my rant, but I occasionally need to get that off my chest. You are probably the only other person who will read this anyways, unless other users besides me are subscribed to it.
Just a note about wild bill and me..... We are both Admins here on Algobox, and we are bound by certain rules and guidelines just like everyone else, but he and I have two very different personalities, and as such, he may handle certain situations a lot differently than I would. In any case, we both try to be fair and reasonable with everyone, but we cannot make everyone happy every time.
And another note about your comment that if you tried to make technical scenes, they might not be taken seriously by the technical people. I had the same fear when I started posting Algodoo scenes back in 2012. I worried that the talented and smart users (like kilinich, s_noonan, and a few other of the guys who have been here since Algodoo switched over from Phun to its current name back around 2009) would look at my scenes and laugh at them or ignore them. But I soon found out that they actually did neither. In fact, they were there to help me whenever I had a serious question which I could not find an answer to by first searching through the archives. Yes, they really got upset with users who were too lazy to do the research, and who wanted the tech guys to essentially hold their hand whenever they had a problem. Other than that, they were quite helpful, and that is how I learned how to program scenes with Thyme scripting. I did have some prior programming experience in the "real world" which helped a great deal because it was my job when I worked at various manufacturing companies.
So, that's all I have to say for now. If you are seriously interested in learning how to program scenes with Thyme scripting, then go for it! There is a lot of good information on the Algodoo forum, but it's not cataloged in any kind of order which makes it rather cumbersome to search for a particular subject. You can ask questions in people's scene comments like this one, but there is no guarantee that you will get a quick and useful response. My advice to you is just keep at it. Download a lot of other technical scenes and dig into them to see how they were made. It will seem complicated and confusing at first, but don't give up. The beauty of Algodoo and Thyme scripting is you can experiment with certain things to see what happens without worrying that you might destroy something. If a scene doesn't do what you were hoping it would do, jut try doing it some other way. And ask questions, mainly in the Forum. There are still a few technical guys who post things in the Algodoo forum, and some of them might be willing to help you with your technical questions.
I still don't see that you fixed any of the problems that I told you about. The scene is still impossible to use. So please tell me what exactly you did to it in the latest version? It looks to me like you made no changes at all!
The pullup guy works well, but the climber guy falls off immediately when Algodoo is started. I tried placing him in different positions prior to starting, but he still falls off every time. Is it just me, or do other people experience that same problem?
rorziz - It still has the same problem. Here is what happens.... As soon as I press Play, the climber opens his right hand releasing his grip on the rock, and then his hand slides off and his entire body falls down. It happens every time. I don't understand why it does not happen to you.
I like this kind of challenge, and so I will see if I could figure out why it's doing this.
UPDATE: There are two variables which cannot work as written because they are defined as local variables. They are "righthand" and "lefthand". In order for the pullup guy's belt to control them, they must be global variables, such as "scene.my.righthand" and "scene.my.lefthand" (without the quotes, of course). So, maybe the scene will work if you change those variables to global "scene.my" variables. ????
rorziz -- The climber's hands now open and close like they are supposed to, but unfortunately, the original problem is still there.
I am totally baffled by this, because you say it works correctly on your computer, but on mine and wild bill's computers, the guy slips off the rock immediately when the scene is started. This truly is a mystery, and I hope that one of us can figure out what's going on here!
When you create a game, you need to give instructions about how the game works! For example, which keys are used to aim the gun? Which key fires the gun? Are there any other keys which have special functions? Without instructions, people don't know how to play your game.
@Ultragamer564 -- Just a little suggestion for ya.... When adding text to a box (for example) you will see a slider labeled "font resolution". The default is a very low value which will cause your text to look rather pixilated. If you slide the slider over to the right (to 128) your displayed text will look much cleaner, and will be easier to read.
@Ultragamer564 -- Oh, Okay. I like the older "retro" games too. That's why I made some of them, like Pac Man and Donkey Kong, with Algodoo. Retro or modern.... Either way is cool!
Just one suggestion. When the direction gets changed while the walker is running, it has a tendency to almost tip over. This can be greatly reduced by increasing the velocity damping value in the walker main body (the large rectangle). Currently, velocity damping is zero on all three axes (x, y, and rotation). Change the rotation damping value to 1.0 as follows: [0.0,0.0,1.0] and the walker will not flip over when its direction suddenly changes.
Here is how to stop the doors from bouncing when opening and closing: Select all the doors. Then click on "Restitution" and make the value 0.0 (zero). Then click on the Algodoo "Options". It's that round gear located in the upper left-hand corner of the window (next to the "File" tab). Then click on the "Simulation" tab, and change the Frequency from 60 to 100. Then close the Options menu. Now when you open and close the doors, they will open and close without bouncing! In real life, train doors do not bounce.
Hey dude.... Stop being a jerk. Wild Bill banned you because you ignored his warnings about posting too many sign-up scenes. He is a new Admin here on Algobox, and he is doing the best he can to keep this site running smoothly.
I will talk to him to see if maybe he will change his mind about you being banned, but YOU will have to make the first step. Simply contact him in a comment, and apologize for posting all of your nasty revenge scenes, and tell him that you promise not to post so many sign-up scenes in the future. I can't promise that he will change his mind about your ban, but if you stop posting your revenge scenes, then maybe he will!
MasterGamer -- A person will never get banned for expressing their opinions and ideas for a scene, even if the comments are negative. Of course you may not use profanity or break any other Algodoo rules.
I agree that it's overly complicated, but keep in mind that the title says "Experiment". In other words, it's not a finished product. Thanks for your comment!
Algouser ll -- Yes, I know that some keys do not work every time, and I did mention that in my instructions.