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Holy cow! You're right! When I increase the rotational speed, the spawned tracers are about 45 degrees off from the previous one! Back to the drawing board. )|(

Thanks for catching this glitch for me. Quite often, an engineer doesn't see his/her own mistakes, and they need another set of eyes.

EDIT - I now use your calculation of the pos based on the tracer relPoint. That seems to be more accurate than spawning a new tracer using just its pos. I believe I know why that happened, but because I am so verbose, my explanation would require about four pages of text, and therefore I decided not to explain it! :lol:
Last edited at 2013/10/17 03:49:45 by Xray
Well, yes, it's different than before, but it still doesn't do anything. Now it looks like a picture of a plane crash! :lol: Even the "smoke" just looks like a clump of black and red circles. I don't know what you intended for this scene, but I think it needs some work, especially if you intended to show a plane before and after it crashes.

If you would like some help with it, just ask some questions and maybe some people (including me) would be happy to help you with it. :)
Welcome back to Algobox! :tup:
No problem Thecareditior. If you need help with it, just ask and I or someone else will try to help you. It probably just needs something simple to be fixed.
Thanks for your critique of this scene. I appreciate it very much.

Because I use the "sceneCloneEntityTo" function, the old tracer cannot be deleted before the new one gets cloned (unlike your scheme where you spawn a completely new tracer with data that was collected from the old one).

I was not able to duplicate your findings by setting the sim speed at 0.01. I even tried setting the sim frequency to a very low value. The scene still worked flawlessly. I'm going to leave it as-is. Anyone who uses it in their own scenes will just have to remember that it was created by another user, and they will get what they paid for!

Be my guest if you would like to improve it or embellish it.
Hi Lucnan,
Nice game! My only suggestion is to do something different with those app.gui messages that occasionally pop up. It's a nice feature, but it makes the game a little awkward to play when the user has to stop what he's doing to click on the OK button to make the message disappear. A better way would be to have the messages show for a time period (maybe a few seconds) and then automatically delete them. Another possible way to handle those messages would be to freeze the game play when those messages pop up, and then continue (unpause) the game after the user clicks on OK. The first method (a timer) is probably the better method of the two.

Good job! :tup:
I'm so happy to know that there are other Algodoo users who are verbose like ME! :lol: :lol: :lol:

By the way, you may be verbose (and there's nothing wrong with that) but your scenes are AWESOME! :tup:
Well, I tried your "fix" and it doesn't work. A new tracer gets cloned but the old one doesn't get deleted. Here is the new code in the circle:

scene.my.clearTrail ? {
scene.my.clearTrail = false;
_tracerPos := pos + _tracerRelPoint(0) * [math.cos(angle), math.sin(angle)] + _tracerRelPoint(1) * [-1.0 * math.sin(angle), math.cos(angle)];
Scene.cloneEntityTo(Scene.entityByID(_tracerEntity­ID), _tracerPos);
scene.removeEntity(Scene.entityByID(_tracerEntityI­D))
} : {}
and here is the code in the tracer:
g0 = entityByGeomID((readable(owner)).geom);
g0._tracerRelPoint = (readable(owner)).relPoint;
g0._tracerEntityID = entityID

What went wrong?

EDIT: I moved the geometry code from "postStep" to "update" and now it seems to work correctly.
Last edited at 2013/10/18 05:09:40 by Xray
Sorry, but I don't either. I would have to take some time to figure it out. I'll let you know if I come up with any ideas, but it might be a few days because I am very busy with work and other things.
This scene is making me crazy. :bonk: :blink: I moved the code back to postStep, and now it works just fine. I don't know what happened before, but it would not work, and that's when I tried moving it to update, which worked. But because you found that it crashes under certain conditions, I certainly don't want to leave it that way.

Thanks for all your help, Master Po. _o_

Xray
Last edited at 2013/10/18 15:48:09 by Xray
Before I could design something for you, you would need to specify exactly what you want. For example, I would need to know what time period you need, what type of explosion you want, how much area should it cover, how should it affect other items in your scene, etc. There are lots of examples of bombs, explosions, and timers on Algobox. Just do a search, and I'm sure you will find exactly what you are looking for.
Machine gun works very well. Good job!:tup:
Nice effect! :tup:
Nothing happens. :huh:
Cute scene. Nice job! :tup:
Wow, ice cream AND cake. YUM! :lol:
muhahahahaha..... If you point the gun all the way down and fire it, a shower of yellow lazer tazer sparks kills the mad scientist! muhahahahhahaha!!! :lol:
Interesting scene! :tup: I can see where this would be very useful in a scene where accurate synchronization between the two wheels is important.

I wonder how tightly controlled the actual phase angle difference between the two wheels is. In other words, is there elasticity in the stretched hinge that would cause phase lead or lag between the two wheels under varying load?

If that could happen, then a nice embellishment to this scene would be to add a readout of the "actual" (measured) phase angle difference, in addition to the "setpoint" phase difference that you currently have.
Last edited at 2013/10/19 17:16:09 by Xray
Occasionally, the rope will twitch or freak out. If that happens, you can reduce that happening by increasing the sim frequency from the current 60Hz to 100Hz. You access the sim frequency through the Options menu on the main toolbar next to "File". Click on Options, and then click on the "Simulation" tab.
Nothing happens. :huh:
That's easy. There are 19 circles.
Not an idiot. Just human. :)

You can easily edit your comment with the correct key. Just click on "Edit" and change "press a" to "press d".
Last edited at 2013/10/20 05:15:44 by Xray
I know. ;)
Groovy! :lol:

Nice game. Well done. Maybe make more levels?

:tup: :tup:
PHUNGL - You're right! This was taken from someone else's scene, and I thought that jetfire designed it. Thanks for catching that. I'll educate this user about giving credit. ;)
Last edited at 2013/10/20 06:15:05 by Xray
Yup, and I saw the effect of +inf bendConstant. I placed a heavy frictional load on the driven wheel and slowly increased it until I was able to see a change in the phase angle. Well, up to a certain point, I saw no change at all. Then, like hitting a brick wall, the wheels simply stopped turning.

This is a good educational scene that, I believe, would be useful in a basic Physics class. :tup:
Please explain what you want to do and why. Be advised that a user may not have more than one account here on Algobox. If you do create more than one user account, you will be in violation of the Terms of Service, and possibly face being banned from using the website. If you want to switch to a different user account for any reason, then you must delete the old account. I could delete it for you when the time comes. Let me know.

Thanks,
Xray (Admin)
Last edited at 2013/10/20 17:41:17 by Xray
Why do you ask "What is it?". If you designed it, then you should know what it is!
Thanks, PHUNGL!
jetfire - It's Okay to use other people's ideas so long as you make a note that it was designed or invented by someone else (show the person's user name). That way people won't think that you designed it (like I did).

Thanks
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