By the way -- I'm currently working on making hoverboards that stay a given distance from whatever object they're pointing at -- may I use this script in that scene?
However, it would be more efficient to comment on their scene about the matter directly (it looks like you already have) -- message scenes aren't typically allowed on Algobox
It's my own design!
I basically just used some mouse-following code and told it to only activate if the cursor was over a planet. Then it was fairly straight forward to make a tiny GUI that uses said code!
I just realized I uploaded this on my Algodoo account's 9th birthday.
Time flies!
To put that into perspective -- I was in 3rd grade when I joined Algobox. I'm a graduate now, and Egg!! So Cool (my first scene) is old enough to be in 3rd grade itself. That's just mindblowing to me!
My scenes have changed a lot since 2022 -- letalone 2017.
I wonder if, in 2036, the changes between my scenes now and then will be as prevalent. Only time will tell.
Thank you!
It's a bit complicated -- I used a lot of scene.my variables and some complex math, threw it all together with some basic GUIs, and there you have it!
I'm actually working on something based on something similar in Rust (a somewhat new programming language). Since Rust isn't part of Algodoo however, I can't share it.
That's actually a large part of why my scenes have become less plentiful -- Rust has become my go-to playground language so to speak, rather than Thyme.
I might try porting one of my rust projects to Algodoo someday, but I can guarantee it won't be fast.
One of my big projects requires rendering up to 262 THOUSAND tiny boxes at once -- I can (and have) made some heavy optimizations in Rust to make it buttery smooth, but those same techniques wouldn't be applicable in Algodoo unfortunately.
The issue I noticed was that the vertical linkage (the one that connected the top crank to the bottom crank) was offcenter and thus bound up when you tried to rotate it.
A simple fix for this would be to use a stretched axle with maximum brake power. You can do this by attaching 2 collisionless circles with an axle, and then gluing one circle to one crank and the other to the other. Then, go into the axle's script menu and set HingeConstant to a very low number (not 0, something just baaarely above 0 like 0.0000001).
After that and some tuning of the springs, I actually got it to run pretty well!
My next Algodoo computer is going to be neither AHOX, Chives, or Ab.
I feel like I've grown out of AHOX (i've been doing this since I was 13, and I'm months away from turning 18 as I'm writing this) and the AHOX Boron is almost certainly going to be the last one I build, at least for the foreseeable future.
With that being said though I will release a patch to the Boron soon to fix this issue, thank you for reporting it!
Thank you!
To fix the getting stuck issue I would probably have to shrink the guesser or enlarge the package a little bit. I think it would be best if I go for the latter option because the toys are scaled so that they are exactly 4 grid units wide.
That sounds like a good idea!
I'll work on making a new NumberGuesser keychain (hopefully one that's more aesthetically pleasing too) that has a numberpad as well as a textbox.
Been doing some brainstorming.
The new computer architecture (not AHOX) will be called LSSL (or "Little's Simple Scripting Language").
Its syntax will look something like this:
-# Comments look like this
a = 1
b = 4
c = -# essentially declares C as a global variable with no value yet
label goHere
display.print("Infinite loop!")
func myFunc(x,y) -# Adds X to A and Y to B
a = a + x
b = b + y
end
display.print("Iteration " + a + " of silly loop")
myFunc(1, (a-1)) -# unlike Ab, nested parenthesis are supported
display.print("B is currently at " + b) -# whitespace is ignored, allowing for tabbing
jump goHere
which should output something along these lines:
Infinite loop!
Iteration 1 of silly loop
B is currently at 4
Infinite loop!
Iteration 2 of silly loop
B is currently at 5
Infinite loop!
Iteration 3 of silly loop
B is currently at 7
etc
I have an idea on how to do it and, in theory, it should be far more robust than how Ab/Chives does things.
There is one big issue though and that's that it tokenizes the script before executing this. Once the script is tokenized it should run quite fast, but I haven't written the tokenizer yet and I fear it might be too slow for Algodoo to reasonably run. LSSL could run as fast as Chives, or slower than Ab depending on how the tokenizer behaves. So no guarantees...
I will, however, guarantee a successor to Chives!
I actually quite liked Chives (aside from the awful syntax) as an assembly-like language.
I plan on making a fork of it called LASM (Little's Assembly) which has a few more features and much, much better syntax.
Bonus points if, like actual assembly, it can be turned into much faster machine code too.
Chives will be able to be translated to LASM using an external tool I will share with the LASM computer!
I'm finally about to get around to the Numberguesser thing -- sorry it took me so long!
I've been playing through my new Pokemon Emerald cartridge and I just found 2 shinies within 3 encounters of eachother (which is *insanely* rare) and now I might sneak in a 5th keychain inspired by shiny pokemon hunting.
Actually, a text-based collector game (I'm thinking something along the lines of fishing?) sounds like a lot of fun -- that might be its own scene.
But also, I know I've been talking at the end of last year about being more open with my uploads/uploading stuff I've made in general. I'm contemplating combing through some of my old scenes I've never posted and maybe sharing them in a "Little's Archive" type thingy.
One thing that immediately comes to mind is an early Ab computer I made for glitch farming -- the Cherrylane. I'm contemplating modifying it a bit to make it a bit more user friendly and sharing it!
I'll be honest, I just found it one day while tinkering with the console.
I noticed something about a "God" object, and when I looked further into it I found god.godmode, and being the curious little bean I am, I just had to try it.
Sorry for my late reply!
I'm honestly surprised godmode isn't enabled by default. Maybe it's an accessibility thing? Having that many options could probably overwhelm new/younger users of Algodoo, plus some stuff feels fairly experimental/incomplete...
People have different interests, and that's okay. I myself used to feel similarly, but ultimately I've changed and I realize that not everything out there is for me -- and that's okay!
I actually find marble racing quite fascinating and I've bought multiple marble races in real life -- and it's okay for others not to feel the same way about marble racing as me (i.e. not liking it) but that's not really an excuse to attack people for it.
I don't see the harm in any of what you mentioned, and seeing some of your comments on others' scenes, it seems like you've been quite toxic yourself.