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Excellent coding! It looks very concise and efficient. Also, the game seems to work flawlessly.

Some questions:
1. In the solution blocks, some of the moves are partial moves (for example, a block moves 80% of the distance that it's supposed to move). Also, some of the moves are diagonal, which I assume is not allowed in the game). Is that because of the way those partial game moves were originally recorded by someone else? I know that you would not have allowed those errors if you had made the game totally from scratch.

2. In many of your functions (One example is: scene.my.boxCollide(entity)) what is "entity" and how does that parameter get its value?
One important lesson that I recall from Physics-101 is the idea of additive and subtractive color mixing. Additive concerns mixing various colored light sources, and subtractive concerns mixing various colored pigments such as paints.

Here is a good reference: https://isle.hanover.edu/ … Mixer.html
Thanks!

(There's a lot about Thyme that I don't understand either)
vankaGaming -- I sent user Ustym a warning about uploading other people's scenes without permission. If he continues doing that, he will be banned from Algobox.

Next time you want to report a rules violation please use the |Report| tab at the top of the scene you want to report. Do not write a comment like you did here. If you want to report a user's comment, then click on the yellow triangle with an exclamation point in the middle of it. That symbol is located in the upper-right corner of the comment.

Thanks

Thanks
I'm bored (I'm American).
Wait... Now you are changing what you want! In your example script that you show in the scene description, the blue circle will die and create the red circle. Now you don't want the blue circle to die? :s
Actually you don't need to delete those two axles. Just move the white bar into position over the two axles. Then select "Move to back". Then remove the white bar collision layer "A" because it interferes with the collision layer "A" on the square wheels. That's it!
I uploaded a scene for you.
That's not what you originally described in your scene description and in your comments. Also, you made no mention about a "bullet". I cannot help you if you keep changing what you are asking for! <_<
No problem. Glad I could help. :tup:
In order for me (or anyone else) to help you with scripting, you must be very detailed in what you want the scene to do. It would also help if you describe the overall concept of the scene so that I can have some idea of what your scene is about and what the objects are supposed to do. If you don't already have that planned out in your mind, then anything I create for you will probably keep changing because you have no idea what you actually want! If that's the case, then I'm done with you.
Last edited at 2023/10/09 03:23:40 by Xray
Making a circle pop like a balloon is very difficult to do because it requires either animation or the circle being chopped up into small pieces which fly apart at a precise time or action. Originally you wanted only a few lines of script to do a fairly easy action. Now you are asking for something much more than that. I don't think you really know what you want and because of that, I'm not going to spend any more of my time on it.

So, I suggest that you learn Thyme Script. It will take some time but then you will have the power to do many things on your own without having to ask others for help. You can lean a lot by reading through the "Thyme Scripting" topic in the Algodoo Forum. Learning Scripting is like learning a foreign language. That is, it will seem awkward and confusing at first, but after some time, if you really devote yourself to it, you will be able to do things with Algodoo that are difficult or impossible to do without the ability to write script.

I also suggest that if you want to ask people for help with your scenes, be very specific and detailed, and don't keep changing your mind about how things are supposed to work. If you keep doing that then no one will want to help you!

Good luck.
Yes. The 4-bit full adder adds two 4-bit binary numbers (plus carry-in) and produces a 4-bit summation (plus carry-out) which is the summation of the two 4-bit input (+ carry in) numbers. The logic in your scene works correctly except for the fact that most computer keyboards will not allow more than 2 or 3 keys to be pressed simultaneously (not a fault of your scene).

The way to get around that keyboard limitation is to use clickable digits in the scene. For example, a user can click as many input bits as they want to in order to enable or disable them. Of course that would require more work for the scene creator.
One hour? Wow, that's fast! :o
Well, if no one else is going to say it, I WILL.....

HAPPY BIRTHDAY ChipmunkBlaster!!!
Yeah, I thought about that but it just didn't feel right to cheat that way, especially after seeing the work that you did in order to arrive at the conclusion that you did. I initially attempted to trace the scene back to its origin point, and that's why I simply stated that it's a simulated Big Bang, but deep down I knew that answer was just an easy cop-out. You did the work, s_noonan, and so you well deserve the cookie! :tup:

"is there some way that Algodoo displays the number of frames?"

If you press the "-" key on your computer keypad while Algodoo is loaded, it will pop up a list of information that only Emil probably understands. I don't understand it but maybe you can figure out if it's useful. :s
Last edited at 2023/10/14 01:52:24 by Xray
I see that you attached the ends of the springs to hidden pulleys that are behind the metallic-looking pulleys. Did you do that because you were not able to wrap one long spring around the two pulleys? Would it produce a different result if you had done that? :s


For anyone interested, here's an excellent article on the Block and Tackle
Last edited at 2023/10/14 16:22:59 by Xray
"Smarter Every Day" is one of my favorite YT channels. It's educational, understandable, and even entertaining at times.


"springs don't wrap in Algodoo."

True. They don't flex, and they don't collide with anything. SOOOooooo.... I tried an experiment. I made a "spring rope" out of a number of very short sections of springs with a small circle in between the links in order to provide a collision layer for the "rope". It almost worked. The problem I was having was the chain of springs was very unstable and tended to shake itself apart. I finally got it to settle down by damping its shaky behavior with air friction. Simply increasing the spring damping factor for all the springs did not seem to help the situation. When I finally got a long, stable rope spring with about 60 to 70 segments, I found that it was extremely weak. Trying to use it as a rope in a block and tackle assembly just did not work. No mater what I tried I could not make it do what I was hoping it would do. :(
Last edited at 2023/10/14 22:49:48 by Xray
If you need help with some scripts I'd be happy to help you. Just leave comments concerning what you need help with.
Nice game! Definitely a TEN! :tup:
At first, I was doing really well until I realized I wasn't supposed to drag the player object with the mouse cursor! :lol: Using the WASD keys it was much more challenging. The darned thing moves too slowly! :lol:
Yup, a spirit jokester!


Actually, I posted this scene in order to get people into the Halloween mood. Hopefully we will see many more Halloween related scenes over the next couple of weeks. :)
Wow, he's on a roll! :tup:



BTW - I'm one of those people (you know who I mean) who likes to use the arrow keys for moving the player character. SOooooo.... in your future games would it be possible for you to activate the left, right, up, down arrow keys in a addition to the WASD keys? If not possible or simply too much trouble, I fully understand. THANKS!
No problem. Thanks again!
Yes! I've been hanging around Algobox since 2012 and I was active in the Algodoo forum back then when people were using it, and I've never heard those things referred to as "Accessories". I guess you can call them anything you want to call them, but the most common thing to call them is "Variables". Some things are called "Commands" if they do not have a changeable value (variable) associated with them.

If you need confirmation, go to the Algodoo forum (the link is at the top of any Algobox page) and scroll down to "Thyme Scripting". In Thyme Scripting the very first entry is called "Commands and Variables List". That entry explains what all of those things are used for.
Last edited at 2023/10/17 15:43:05 by Xray
Awesome game! _o_

I think there might be a glitch at the end of the game. On hole #11 it showed that I used 40 shots, but then when the game ended, the text said that I used over 500 shots! :o
Oh, wait.... I just found out what happened. When clicking on the golf ball, if you HOLD the left mouse button down, the shots increase like a machine-gun! So, the moral to this story is, DON'T HOLD THE MOUSE BUTTON DOWN! :lol:
Last edited at 2023/10/19 16:29:14 by Xray
MoBuilds -- I do not know how Algodoo allocates RAM, but I know someone at Algoryx who does. I will send a copy of your questions to him and I'll let you know what he says as soon as I hear back from him. It will probably be a few days, so please allow some time for his answer.

Thanks!
Paarth54321 - groovyOn turns on the effect, and groovyOff turns it off.
PhongAD -- That's not the Algodoo startup scene!
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