Making up excuses for your bad manners will not get you very far. What you need to do is to start practicing GOOD manners, then maybe people will want to help you again in the future.
What do you know? And why are you worried that it might be taken down?
By the way, it really is not necessary to say "please don't take this down" because if you obey the rules, then it won't be taken down. But if you do not obey the rules, it WILL be taken down regardless of how nicely you ask not to take it down. Got it?
Your Monster Cat scene is an announcement celebrating a particular occasion. We do not allow people to use Algobox for celebrating events. The only exceptions are Happy New Year and Merry Christmas scenes. BUT they cannot be text only. Even those scenes must have some kind of action items in them.
Your Algodoo Play scene was copied from an existing scene that Algoryx (the company that owns this website) created. Make your own scenes instead of copying other people's. That's why it was deleted. Also, the scene title that you gave it was "eeeeeee". When I see a title like that, it means that the user was being lazy, and I usually delete the scene.
Suggestion: The only negative that I see is that you require users to alter the spring constant in order to increase or decrease the throttle. It's never a good idea to require the user to enter the "script menu" to change parameters. The throttle and any other parameter change should be done either through the keyboard or via clickable buttons in the scene.
MyNameIsThis - When you use only an emoji as a comment, no one can know what exactly you are asking or replying to. For example, I don't know if you are questioning what I said or if you are questioning what this scene is about. If you have something to say, then SAY IT.
This is nothing unusual. When you spin objects too fast, they tend to fly apart. That happens in real life as well as in Algodoo. Also, you created a large number of boxes (I count around 50) which you attached together with a very large number of randomly placed axles (over 100). So, it's no wonder that this large clump of nonsensical objects behaves in an unusual fashion.
No, I'm not going to waste my time on a nonsensical bunch of random objects that were stuck together with a large clump of randomly placed axles. Maybe at one time you wanted to make some sort of a bridge, but what you ended up with is just a clump of nonsense objects.
I suggest that you try making a scene that people would enjoy playing instead of making scenes like this one that chaotically explode or fly apart. You made some great scenes in the past, so I know that you can do it!
It seems to work just fine, unless I'm missing something. Rather than to assume that people can "see the problem" it would be better for you to explain exactly what your concerns are.
s_noonan -- Thanks for your "re-engineered" response scene. Although the overall resolution is better than the images in my scene, I still don't like the fact that the animation is choppy. So, rather than using an animated gif for the background animation, I am looking at doing it differently.
Ozziegerff -- I think I know what's causing the bug that you described but I cannot be certain unless you post a scene which demonstrates what happens. Just your verbal description is not enough because there may be things going on that you do not realize. Does the bug show up in the pinball machine that you included in this scene? If so, explain in detail what happens.
Okay, yes I have seen that before, and here is a workaround that seems to work for me. First of all, as you stated, it only seems to affect circles (not boxes) that are glued to the background. When I create a bunch of circles by using the snap-to-grid feature, each circle appears to be exactly the same size as the other ones, and they appear to be in very specific x,y locations. When all of the created circles are glued to the background, a very odd behavior occasionally occurs. For example, if I monitor the pos value of any one circle, and then I slightly move a different circle, the pos of the monitored circle will move a small amount! It doesn't always happen, though. I can often nudge it to happen by first pushing around the circle that I'm monitoring, and then I put pressure in the x or y direction on some other circle with the grab tool, the pos on the circle I am monitoring will sometimes change slightly. Sometimes it will happen and sometimes it won't. Sometimes it will happen for a few seconds and then quit! Oh, and this odd behavior works while Algodoo is paused or running.
Here is my workaround: If you have a large number of circles to make which must be exactly the same size as each other, and they must not move from where you put them, CLONE each one from a single circle rather than to create each one individually. It's as simple as that! Here is why I think that works: When you create a bunch of circles individually, even when you snap to grid, the size of each circle may be a very tiny fraction of a mm different from each other. The difference will not immediately show if you look at each circle's pos, but does occasionally show when you move any of the glued circles. I don't know WHY that happens. It's bug that will probably never be fixed, and so if my workaround works for you, then problem solved. If it doesn't work for some reason, then I don't have any other suggestions at this point.
Just an update.... I tried my workaround on my wife's computer (I had to download Algodoo because, sadly, she has no interest in it). I found that this weird circle bug is computer dependent. What I mean is, the bug happens quite regularly on her computer even with my workaround, but it does not not happen on mine! WEIRD.
Hi Damekn -- I see that you put a lot of work into this rifle as I'm sure that you have on your previous scenes. When playing this scene, I had a few problems with it, and so I wanted to download and play your previous rifle scenes to determine if the problems I had are only on this scene, or were they consistent with your other scenes. What I found were a few problems that seem to be consistent with most or all of your rifle scenes. They are:
1. The rifles are attached to the scene background with springs. Those springs make the rifle somewhat difficult to control, especially when pulling back the bolt or charging handle. The gun sort of floats around in the direction that I am pulling or pushing on the active components.
2. There seems to be a long delay when activating the trigger. In a real firearm, that delay would not be acceptable.
3. At times when I pull back on the bolt in order to chamber a round, the magazine falls out of the rifle.
4. When I pick up a magazine in order to load the rifle, some of the cartridges come flying out of the magazine. Apparently, they are not held in securely.
5. I seem to need to be very careful how I handle and operate your rifles because there were times when parts would fly out of them. And yes, I was trying to be careful without jerking things around, but that didn't matter.
I feel bad about telling you about these issues because I know how hard it is to build a complex mechanical device like a select-fire rifle, but I would not be doing you any favors by not saying anything. Maybe other people can chime in here and comment about their experiences with your rifles to see if they have similar issues that I have had. I own a few guns in real life (including an AR15), and so I understand how they are supposed to operate.
Yes, those are the issues I always run into when considering an animated gif in my scenes. It's also very computer-dependent. What may look great on my computer, may be very laggy or have poor image quality on someone else's computer. I found a few seamless "panorama" type image files which would make a high-res and smooth animation by simply adding or subtracting a number to the textureMatrix Y-offest, but no one flies over plain desert sand, grass, or a bunch of pebbles with no other visible structures. I think my best choice would be to find a "bird's eye" panorama scene that was photographed in the forward moving direction. It's almost impossible to find one like that which is seamless, but that's Okay. I think most people playing my scene would understand that.
Thanks again for your help. It was most appreciated.