Nice fix for the lights. They are more visible now.
Okay, time to nitpick...... When the scene starts, a person hardly has time to think about pressing a key when the police car is already on top of them. So, maybe change the starting process with a countdown timer, OR start the cars moving only after one of the arrow keys has been pressed. OR..... simply separate the cars a little farther from each other.
Not as easy as it looks! It's very challenging because the robotic arm is heavy and "springy", which makes it difficult to control.
Maybe if you make an upgraded version, you can have like 3 or 4 keys, and each key must fit only into a specific lock. also, would be nice if you can give the arm a wider movement arc. It's currently very limited.
1. I hate to burst your bubble, but this is really nothing new, and it's not very useful because the blue rectangle doesn't spin around in a circle. It's just chaotically shaking back and forth because of the high attraction forces between the rectangle and the other geometries.
2. You need not add a new comment each time you forgot to say something. Just EDIT your original comment. You do that by clicking on the little yellow pencil and blue paper that are just to the left of the red X.
HOLY COW (or should I say HOLY DOG!). This is AWESOME! The movement is so life-like and natural. You are the best, when it comes to animal walkers/runners.
"Are we there yet, Mom?"
"Shut up, kids. Count signposts or something."
"But it's raining and we're getting soaking wet!"
"Whine, whine, whine..... How 'bout if we call this your daily shower?"
"But Mom?!.... we're COLD! Can you at least turn on the heater back here?"
"I can't take it anymore, John. Pull the trailer release cable. We'll just tell everyone the kids ran away."
When I was a kid, I had a table-top football game that made the players move around the field via a vibrating playfield. Here is a modern-day version of it: Vibrating Football Game
EDIT - Okay, I'll take a stab at it. I'm only going by my own gut feeling of how this type of feeder works. I believe it depends a lot on the shape, size, and weight of the item being conveyed. At a critical oscillatory frequency, amplitude, and waveshape the item gets "kicked" by the feeder, causing it to actually lift off the conveyer for a short distance and time period. The shape of the item determines which direction it will move, and how far. So, during vibration, the item rides along the peaks of the vibratory wave as it continuously gets bumped in one direction or the other. In other words, it rides along the standing wave. Other factors that may determine the direction and speed are static and dynamic friction coefficients, the item's inertia, and possibly other tertiary factors such as air flow, humidity, grease or dirt on the conveyor, etc.
I did not look this up. It's just an educated guess at the physics of how this works.
Wow! This is very interesting! Yo no hablo español, so it will take me some time to figure this out. I am very familiar with PID controllers, and so I should be able to understand what you did in this scene. GOOD JOB!
I'm not sure what you mean. Do you want the WATER to be destroyed after 2 seconds, or do you want the water to destroy the MUD after 2 seconds. In either case, just add timeToLive = 2.0 when you spawn water, or when the box collides with the mud. I think this should be very simple.
There is a problem with the spring at 8.5%. If I set the setpoint to 9%, then later reduce it back down to 7%, the yellow ball gets stuck at 8.5%. I'm sure that it just needs a minor adjustment.
By the way, in case you don't know, you can EDIT this scene rather than create a new scene. Just click on "Edit" and make any necessary changes.
Nothing moves with arrow keys. Are you sure this is a finished and working scene? After downloading the scene, it looked like there was nothing there. I had to zoom and pan around until I finally found the active parts of the scene! Then after starting Algodoo, nothing moves, and the arrow keys do nothing. What gives?