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Mrglinzz - You've completely changed the way the script works from Faytree's original algorithm, and that's why yours works. That's what I was eluding to when I told Faytree what he needed to do to make it work.
I didn't know that you did not create any control keys to move the tractor. Most scenes move vehicles by having the User press either the Up/Down/Left/Right arrow keys or the W/A/S/D keys. That's why I was confused when I started the scene and began pressing keys to try to figure out which ones make the tractor move! :lol:

It's very easy to place the tractor onto the trailer with either the Move Tool or the Drag Tool. It's really not challenging at all.
Zhenyu - Some people will post their scenes before completion in order to show the various steps that were taken to develop the scene, especially if the scene is large and/or complex.

Thank you for your comment. :)
I would have to see the code.

EDIT - If your code, that you say is "essentially the same", is the code that you wrote shown above, then no, it is not essentially the same. It gives the intended result, but it operates on the data differently than the original code. The test code that I wrote is essentially the same as Faytree's.

Your code is the way Faytree should have written it! :tup:
Last edited at 2013/06/07 17:40:20 by Xray
Thanks for the compliments, guys!

TheInventor -- Actually, it is far from done. What you see is only the basic movement of most of the active elements. There is still a ton of work to do on it to get somewhat close to a finished game. I guess I'm somewhat of a perfectionist! ;)

As for spawning, I do not spawn any objects in the scene. They simply move across the playfield from one end to the other, and then they very quickly jump back to their starting position. It's all done by manipulating the "pos" X and Y values of the objects.
Excellent demo! Very informative. :tup:
Excellent demo! Very informative. :tup:
Excellent demo! Very informative. :tup:
Because ALL of the lines of code get executed for each click of the mouse. When your code gets executed, the only line that increments a value is: scene.my.page = scene.my.page + 1 So, the code increments only one time. In Faytree's code, each step (all 5) gets incremented, and it happens so fast that it appears to jump from 1 to 5. Make sense?
Okay, here are my answers to this puzzle:

Car-
#1 & #2: The body of the cars and their numbers are glued to the background.
#3: Two tiny axels hold the body to the background.
#4: The car is held in place by an invisible circle that's stuck on the front of the car and glued to the background. Also, the wheel's friction values are set to zero.
#5: There are two boxes under the wheels of the car that are on layer-J which is not selected, and therefore they are not visible.
#6: The car has two extra FAKE wheels and axels that prevent the car from moving.
#7: The car is "hanging" by two invisible circles above it, which are glued to the background.
#8: There is a very thin, invisible rope or chain stuck to the rear of the car, keeping it from moving forward. Also, the wheels friction values are set to zero.

How'd I do?
Last edited at 2013/06/08 01:00:30 by Xray
Huh? Sorry, I don't understand your question.
lethalsquirl (and others with laptops) - Sorry about needing to use the keypad. I forgot that most laptops do not have a ten key keypad. The finished game will not need to use any number keys. It will use only the Arrow keys, and maybe a letter key or two for starting, pausing, and resetting the game. I plan to work on the scene over the weekend, and I might even finish the first level. If the game is a success, then I may work on more levels with greater difficulty.
Last edited at 2013/06/08 06:03:03 by Xray
This is an excellent puzzle scene, and I hope you will create more of them! It was very challenging. I probably jumped in a little too quickly, so, next time you post a puzzle I'll step back and give others a chance to solve it.

Nice work! :tup:
Last edited at 2013/06/08 17:10:54 by Xray
As an experiment, I deleted the center wheel, and the car still worked as before! Of course, in that state, the overall efficiency is much lower because of the wasted energy of the less-weighted-down wheel skidding along the ground.

When starting out with the brake engaged, and the weight fully to one side, the car does a wheelie when the brake is released! :lol:

EDIT: I didn't see your "Frictmission Car" before this one, and so I did not realize that you had already made a car with no center wheel. :bonk:
Last edited at 2013/06/08 20:23:44 by Xray
Where's the Titanic? All I see are a few squiggly lines and a white rock on the bottom of a fishbowl filled with water. :rolleyes:
Last edited at 2013/06/08 20:34:49 by Xray
When I start the scene, that red thing you call a bed, does nothing but sits in one spot and shakes. Is that what it's supposed to do?
Wow! The mechanical complexity is amazing, and it works quite well! Great job! :tup: _o_

By the way, WELCOME BACK to Algobox! I hope to see more of your new scenes again soon!:)
Last edited at 2013/06/09 07:15:07 by Xray
As instructed, I did not press the Play button. Now what?:s
As soon as I start the scene, the skeleton falls apart. What good is that? :s
Very interesting mechanical design. Nice job! :tup:
Thanks, Faytree! The game has a flaw that I recently noticed which allows you to get unusually high scores. You can move the frog into an occupied home that already has a frog in it, and not get penalized. It should register as a crash when you do that. I'll wait a few days to see if anyone finds other bugs before I post an update.
Is there a point to this scene besides a pile of blocks? :blink:

Just wondering...
Last edited at 2013/06/10 04:31:14 by Xray
It even flies backwards! :lol:
I have a couple of suggestions to improve the scene:

1. The gun is quite awkward to load using the Drag Tool because the ammo wants to spin around while moving it toward the gun. Then when you try to load the gun, if the ammo is not perfectly lined up with the barrel, it pushes the gun around and sometimes damages it. I suggest that you make a more reliable and easier way to load the gun so that it's not so cumbersome.

2. The ammo tracer leaves a trail while moving it to load the gun. Make it so that the tracer doesn't show a trail until after the gun has been fired.

3. Maybe a minor suggestion to make it look more realistic (less cartoonish) is to use textures of a real gun. You can find some nice textures by searching Google Images.

Other than that, the scene is pretty cool! :tup:
Thanks, TheInventor! I appreciate the comments and compliments! :)
Interesting! I actually have one of these that I pulled out of a junk computer, and I wondered how it works. Now I know! :tup:
Last edited at 2013/06/11 16:18:46 by Xray
Wow! Nice job so far! Just get the scripting figured out, and you will have a lot more "power" in your Algodoo toolbox for creating future scenes! It may seem difficult and confusing at first, but after a while you won't want to create a scene again WITHOUT Thyme scripting! I rely heavily on Thyme scripting for nearly all of my own scenes because I'm so mechanically inept.

Keep those great scenes coming! :tup: _o_
First off, if you want to see what I've done in Algodoo, just click on my user name. You will see that I've done a LOT more than you have. Anyhow, I was just trying to give you some suggestions. I was not being insulting or critical. You've done a good job on the scene, and I was just a little curious that you decided not to use any keys for control of the tractor. That's your decision, and I respect that. :)
Nice job on the scripting! :tup:
Very good tutorial! How were you able to save and display a copy of a box script menu?
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