This car (the second texture) has about the same amount of body rot that my '53 Chrysler had when I was in high school. It was my first car, and the fluid drive clutch was awesome. It was a stick shift, but it operated like an automatic tranny at low speeds. It allowed me to shift gears without disengaging the clutch. Unfortunately, East Coast Winters were quite harsh on car bodies, and so it only lasted through my Junior semester when the drive shaft literally flew out from under the car while I was driving it! Luckily no one was injured by it.
I agree with you 100 percent. I don't even like the new cars and trucks because they look like plastic toys. I might buy a "newer" car down the road (pun intended) when the cost of all-electric cars becomes more reasonable, and when the batteries become more energy-dense and efficient than they currently are.
When a knob gets selected that cannot move because of it being blocked by other squares, it changes state and remains latched in that state although there is nothing that indicates which state that it's in. Then later when a particular knob gets selected, as many as three previously selected knobs may slide in on their own. Is that how you intended this to work? In my opinion, that doesn't seem right.
"In normal use, if the user makes a mistake, then he can just click the knob a second time." I guess you could either let the users figure that out for themselves, or you could show a short list of instructions.
You and I are very different when it comes to writing instructions in our scenes. You seem to be very minimal, and typically you show nothing more than a couple of arrows which indicate the control keys. I, on the other hand, usually go overboard with instructions. I'm not suggesting that either one is better or worse than the other, and maybe something in-between the two extremes might be the best way to go.
In any case, you did a great job overall on these scenes, and I'm sure that many kids who play these puzzles will enjoy them.
When I use the term "images" I am referring to all of the objects that you made to look as close to real ones as possible, such as the alcohol lamp, the hot spoon, the fire, etc. The only extra thing that you maybe could have done in order to add realism to the scene would be to make each drop of water turn into a puff of "steam" (water vapor) as the drops fall onto the hot spoon.
Your artistic work on Algodoo scenes is quite good. I look forward to each new scene that you upload!
It's a good start. I noticed a couple of issues immediately.
1. You give no instructions how to launch a ball. It took me a while to figure out that you must press the DOWN key and hold it until the desired speed is shown, and then release it.
2. The first time a that a ball went into the orange gear at the left side of the playfield, the ball got stuck because the gear did not continue to rotate.
3. It is best to not use the "Enter" key that is associated with the number-pad because some computers (especially laptops and tablets) do not have number-pads. I suggest you use "Return" instead of "Enter" for the right flipper. You can also use any other keys which are widely separated, such as Ctrl and Shift, or even Left Arrow and Right Arrow, which can be controlled with one hand!
Here is a sample of one of my pinball machines: Pinball Machine V3 I posted 7 different ones here on Algobox. They might give you some ideas for your pinball machine.
You can get rid of the "undefined" variable by initializing it in the onSpawn event. just type scene.my.points = 0 between the curly brackets and then save and reupload the scene again. Next time anyone downloads and launched the scene, the score will show "0" instead of "undefined".
One other suggestion. Your rules are starting to get rather complicated, and is a lot for people to remember while playing the game. So, I suggest that you list the rules in the game so that they always show. That way the users can quickly read whichever rule they need to get familiar with while playing the game.
HMMmmmmm.... So, you say that if you force your civilians to fight, they will levitate off the ground, and then they will spaz out like a worm that was tossed onto a hot frying pan? Weird!
s_noonan said: " I would have liked to make one puzzle that could automatically reconfigure itself after being solved, but that seemed to be too much work."
Maybe create a multi-dimension array for each configuration of those colored polygons? When finished with a particular puzzle, the code switches to a different array. Each array keeps track of each poly's x/y position and color. Just a thought.
Why didn't you correct all of the misspelled words before posting this scene? People might not think too highly of you because of so many incorrect spellings of the various countries, continents, and oceans.
Well, it's not too late to correct your mistakes. You can do that in one of two ways, as follows:
1. You can correct the misspelled names in the scene on your computer, and then upload the corrected scene with a new title such as "New world map 2". You can then delete the old scene with the misspelled names from Algobox.
OR,
2. You can EDIT the original scene simply by correcting the misspelled names in the scene on your computer, then save it on your computer with the same title name. Then you simply click on the "Edit" tab near the top of your scene description here on Algobox, and then upload the edited scene. You do not need to change the title of the scene, and you do not need to delete the old one on Algobox because you are editing it instead of replacing it.
Either one will work. If you have any problems or questions about making changes to a scene, just let me know here in the comments, and I will try to help you. In case you didn't know, I am one of the Algodoo Admins, along with wild bill.
Jasper1 -- I don't know what "get triggered" means, but if I find out that it's something nasty or disrespectful, then you will be in serious trouble.
I don't know why you think the names in your scene are not misspelled, but that's Okay. We do not require correctly spelled words in Algodoo scenes, because if we did, then most of the scenes that are made by young children like you would not be allowed!
Anyhow, I am finished here, and I don't care about the misspelled names in your scene.
Wow! Nice improvements! I especially like how you did the Rules. But there is a minor problem that I noticed immediately, and that is if a player happens to click on the text box in the center of the Rules circle, the Rules will not switch from display to not-displayed. That's because the onClick script is located in the circle and not in the text box. And there is an easy fix for that. Right click on the text box with the word "Rules" in it, then under "Selection", click on "Move Selected To Back". That will place the text box BEHIND the circle. You will not see any difference, but when someone clicks on the word "Rules" they will actually be clicking on the circle rather than on the text box which is what you want. Then save the scene and upload it again with any other changes that you need to make.
Again, you did an awesome job so far. Totally impressive!!!
Why are you so hungry for comments? Are you a lonely boy who doesn't have any friends outside of his computer? A lot of kids are like that. When I was a boy, we didn't have computers and smart-phones. We actually played outside the house with other kids. We play games such as Hide-and-Seek, and we even played different types of ball games in the middle of the street! There wasn't much traffic on the street where I grew up, and so it was fairly safe to play there. We also went to movie theaters and spent our allowance on the tickets and candy. Things were a lot simpler back then. People actually talked to each other face-to-face instead of through a phone or through a computer like you and I are currently doing.
Okay, I ran out of things to talk about. Now it's YOUR turn.
@JakubKubo -- s_noonan reminded me that we had discussed writing directly to arrays in the Forum (click on the link in his comment if you want to read the posts). The function that I use for writing directly to arrays is not limited to relatively small arrays like yours is because I do not use the intrinsic Algodoo "For" function. I use a much better For function that was designed by kilinich he called "xFor". I don't know what the array size limit is for the function that I use, but I'm sure it is much greater than tens of thousands of array elements!