Very nicely engineered game. The layout, functioning, coding, and overall aesthetics are outstanding. I rated it a 10 only because I can't give it a higher rating!
Just one very minor suggestion: Your instructions read "Click on box. It turns light blue. Press backspace. Enter number." Rather than requiring the player to press backspace, simply make the previous value automatically delete when clicked. That's all.
Thanks for the suggestion. That's a great idea that I'll keep in mind for similar future games, but I don't plan on changing this game simply to save the players a few seconds while calculating the scores. I spent about 10 percent of my time working on the look and feel of this game, and 90 percent figuring out how to calculate the scores. My brain is fried for now.
I played around again with your Dragon Bar scene and was wondering if you plan on using the Dragon Bar sliderless slider in any other scenes. I like the idea a lot, and I've been thinking of possible ways to improve (or embellish) it. If I use the concept in my own scenes, I would most likely use my own code because it would require a LOT of reverse engineering time for me to figure out how it works.
JPgamersmines150 -- I'm not sure if what you are asking is possible but I'll play around with it when I have time. If you're not in a rush for it, I'll see if I can come up with something within the next week or so. If you need it sooner, then hopefully someone else will read these comments and work on it for you.
Just for clarification: When a bubble (circle) touches another object, then that object will get sucked to the bubble and cling to it. Then after a certain number of objects have been stuck to the bubble, you want the bubble to pop, and all the other objects that were stuck to it will get deleted. Is this correct?
JP - I made a scene for you. It's called "For JPgamersmines150". Let me know in the scene comments if it needs any changes or additions and I'll see what I can do.
The color change works only one time. If you want it to work with more than one object then you need to remove "OnCollide =" from the script that you put in onCollide event.
Well, it's really up to you. I only give suggestions, but the choice to implement those suggestions is totally yours. You are obviously very knowledgeable about math and Thyme scripting, but if the scenes you post are complicated and difficult to use, then very few, if any, people will use them. The operator interface (or the lack of one) can make the difference between a scene that many people will want to learn and love, and a scene that people will avoid! To be honest with you, in my opinion, the instructions that you provided for making a counter are way too complicated. I can make a counter with my own code that is much easier to use and configure. I can't speak for anyone else, but after reading your instructions, I do not intend to use this scene. Sorry, DyraneX. Maybe others will see it differently.
Phun is an old app that was replaced by Algodoo which has many more advanced features. You are limiting your creativity by using Phun instead of Algodoo! Also, keep in mind that whenever you post a new scene, it may not work correctly for most people who use Algodoo.