Yes, I subscribed. I downloaded the scene, but I had no idea what to do with it because you do not list any instructions. You show the four arrow keys (up, down, left, right) but when I pressed each of them, nothing happened! Also, when I ran the scene, the orange box in the upper right corner just floated away like a helium balloon! Sorry, but the only thing that I got from this scene was confusion. LOL
When scenes get deleted, they go into a hidden "Deleted Scenes" folder. Only Admins have access to them. It was done that way in case any scenes accidentally get deleted. We can recover them by undeleting them. So, basically, once a scene gets uploaded to Algobox, it resides there until the Universe gets sucked into a supermassive black hole. At that time, no one, not even Superman, will be able to recover them.
It's customary to "Thank" people when they've helped you with something, or at least have tried to help you. But I'll assume that you are a very young child who hasn't yet learned that basic courtesy. Or maybe your parents just never bothered to teach you such things.???
UnityDogGaming04 is correct, but there's a reason why your body stops so quickly when falling into water. The reason why belly flops hurt so much is because water (and most other liquids) cannot be compressed. Therefore, it does not provide a cushion effect like air or other gases would. Your falling body hits the water, and because of the water's mass, does not get displaced very quickly by your body. So, for a very brief period of time (a few milliseconds) your belly gets compressed very quickly, sort of like getting hit in your stomach by a professional boxer (ouch!).
Umm... I didn't know that. But it's not necessary to vote in YT. You can vote in scene comments if you want to. Just don't mention voting in the scene or in the scene description.
The following is only a suggestion. (i.e., you can take it or leave it).
You stated "Brik is a script-and-laser-based computer". If the scene requires users to understand Thyme script language, then you greatly limit the number of Algodoo users who are able to understand and use it (currently only a handful).
If you want a larger user base for a scene, then rather than describe all the scene.my variables and other bits and bytes, it would be better to design it so that a user only needs to press certain buttons and/or move sliders to increase and decrease input values. Imagine that this Brik computer of yours is a product that anyone can buy on Amazon, and it's simple enough to be used by the average (non technical) person.
Currently, your Brik computer is much too complicated, even for a technical person to use. But of course if that's your intention, then it's just fine!
Akromanelli -- It really doesn't matter which color is top or bottom as long as the board is set up correctly. Top and bottom only refers to how an onlooker views the board. Traditionally, the white player makes the first move regardless if the chess pieces are on the top or the bottom. The user "zaydenm" who posted this scene still hasn't bothered to correctly orient the chess board so that players can play a normal game. I don't know if that's because he/she doesn't read comments, or if he/she read the comments but for some reason decided not to make my suggested change. Also, he/she colored the chess pieces red and blue which is very unusual.
If I was going to design and then post a very technical scene like an autonomous drone or other such thing, I would design it around custom components that I would design specifically for the particular device. It would be too cumbersome and take way too much time to learn and then to use yours or anyone else's computer or control system.
Whenever you create something that no one has seen before, and you are trying to get people to buy your wonderful product, you don't start out by telling them how much RAM and ROM it has, and how many I/O ports there are, and show them a long list of local and global variables.... NO! Of course not! The first things they would want to know are: 1. What is this thing. 2. What can they do with it. 3. What are its limitations. 4. Provide at least a couple of examples of how to use it.
Those hints also apply to Algodoo scenes, especially if they are moderately or very complex.
You can change the text of other objects through global (scene.my) variables. For example, initialize scene.my.kid1 with initial text like this: scene.my.kid1 = "I want a toy car." You can put that in the onSpawn text area between the brackets. Then in PostStep you put this: text = scene.my.kid1. The next time you load and run the scene, it will display the text in scene.my.kid1. You might need to adjust the text size if too big or too small for your purpose.
Then when you want to change the text like when a box gets clicked, just place scene.my.kid1 = "Thanks Dad!" in the onClick event in any other geometry. Do all the above for kid2 and kid3 (or whatever).
It's called REPORT because it is used to report other users who violate the rules. You can report a scene, and you can report a user's comments. Please do not use the REPORT links for making nonsense comments like some dumb kids do.
JakubKubo -- Good ideas. Try those things to see if they work!
By the way, it's not necessary to spawn an object in order to get a random number. Thyme has (I think) three different random number generators available. Check the Forum to see how they work...
I hope you will create and upload more awesome scenes! I look forward to them.
When I tried working with it, I immediately noticed a problem which would likely cause erratic operation of the computer. That is, in the box labeled "Boot" you write values to four variables. If that is supposed to initialize those variables, then you placed the code in the wrong spot. With that code in "postStep" it will continuously write those values over and over again while the scene is in Run mode. That will cause conflict when other areas of the computer try to write to those variables. If you only intend to initialize those variables once when the scene gets loaded, then place that code in "onSpawn" instead of in "postStep". They will then get initialized once when the scene gets loaded and before you tell it to Run. I haven't looked at other things yet.
Oh, the scene in the link? It seems too complex for what it does. Also, you said that you did not check the Read function, and so the scene hasn't been fully tested. Sorry, but there's just too many nit-picky things that a user has to do in order to do a simple memory read or write. It should be much simpler, and a user should not need to screw around aiming lasers at certain targets, and limiting the input value between 1 and 15, and those sorts of things. It's not something that I would want to use in one of my own scenes. Just being honest.