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Why did you write "Don't press at me"? If you want the user to click the mouse on that box, then the text should read, "Click here" or something like that. When you say "Don't press" you are telling people NOT to click on it, which doesn't make sense.

By the way, what is this scene about? What kind of machine is that and what is it supposed to do?
Oh, sorry.... I don't know what GLaDOS is. :huh:
COOL! I see that Alien_RG has been making many changes, and the scene keeps getting better every day! :tup:
Very good job on the scene. It looks good and functions very well. Only problem is, in real life a Segway shuts down when the rider falls. In this scene, the wheels continue to turn.
Hi wild bill --
1. in the upper left corner of the menu, there is a blank text area where you can add variables or script, and you can monitor certain variables. Think of it like a window into the console. To add local variables to a geometry, simply add them in that text area. For example, to create a local variable called _image1, you simply type _image1 := "data". In this case, the data is a textureMatrix array. So, what I did was to position the texture in the circle using the texture tool, and then enter _image1 := textureMatrix. That creates the local variable "_image1". Then I repositioned the texture so that I can see a different word in the texture (which of course changes the textureMatrix) and then I created _image2 in exactly the same manner. In case you don't know, a "local variable" is one that can be read or written only within the geometry where it resides, and no other geometry can read or write it (without special script). Unlike a "scene.my." variable which is called a "global variable" because it can be read from or written to from the script menu of all geometries. Scene.my. variables are in the "root" scope, which is the console.

2. The alien started out as an animated gif. I used the free "Microsoft GIF Animator" program to divide up the animated gif into individual frames, and then I used PaintShop Pro (not free) to create a transparent background for each frame. I saved each frame in its own box (located on the right side of the scene). You must save each texture in a box (often hidden in the scene) so that Algodoo will save it with the scene. If you do not do that, then when your script uses the filename of the texture, it won't show up in the scene, and you will get a white box. This issue has bitten me in the butt a number of times!):lol:

Hope this helps.
PostStep and update are both used for running script commands. Only the timing of each is slightly different. One executes the code during each displayed Algodoo frame, and the other executes the code during the simulation frequency timing. So, for example, if your sim.frequency is set to 100Hz, then the code will get scanned 100 times per second. If postStep is used, then the code gets scanned during each displayed frame which is adjustable with the Simulation Speed slider. Also, (and this is important for some applications), postStep only executes code while the simulation is running, and update executes code ALL the time, even when the simulation is stopped. There are some things that you might want to do before the user starts the scene, such as maybe initializingg a timer value to sim.time, etc. You can learn more about these and a lot more in the Algodoo forum. That's where I learned most everything that I know about scripting.
Last edited at 2013/12/06 20:48:02 by Xray
You are very welcome!
Thanks guys!

s_noonan - Interesting alternative! It just goes to show that this kind of proximity script can be used to trigger virtually any event that onCollide is typically used to trigger. It doesn't have to be a change in color, but it can trigger a gun, a falling object, an explosion, a moving car....... ANYTHING!
Thanks VZstrikez08! I appreciate your comments.
EPIC this and EPIC that. Why is everything so EPIC these days? Nothing was EPIC just a few years ago, so why is everything EPIC now? :s :lol:
...and you know this HOW? :s
What is a "sabiee"?
By the way, where are you getting these scenes from? They have other user's names attached to them, not yours. Did you simply copy them and post them as your own? I see names such as "tron creeper" and "TNTguy6". If you are copying scenes from other users without permission, you might get some people very upset about that. Please explain.

Thanks
HUH? What's the point of this scene? :s
Very clever use of script! Nice job. :tup:
It's interesting to watch the flickering colors change (sort of like the computer on the Enterprise in Star Trek), but I'm not so sure how useful this would be as a velocity monitoring device. Can you tell how fast the red circle is moving by watching the colored circles change color? I can't! :lol:
Nice job!

Two suggestions:

1. Disable the clouds in scenes where you do not need them.
2. Make the lock so that the combination (what you call the "key") can be easily changed (I realize that this may not be easy to do!).
Last edited at 2013/12/09 19:47:38 by Xray
buildman - I passed your question over to one of the other Admins, and he should be replying to your comment soon. His screen name is: electronicboy
Helicopter is very difficult to control. Maybe if you combine tilt with other movement on arrow keys, then it will not need two hands to fly. Just a suggestion. Thanks
You made the key numbers: 0-0-0. In some locks, the user can change the key to some other numbers in case his enemy discovers what the current key numbers are. So, I was suggesting that you give this lock the ability to change the key numbers to any numbers that the user wants to change them to, say for example: 7-3-4.

You don't have to do this because I know that it would be difficult. I made the suggestion in case you know of an easy way to do this. If not, then don't bother trying to change it. :)
Last edited at 2013/12/10 16:48:44 by Xray
If it's pointless and random, then why did you upload it?
Oh, Okay. Maybe someone can use it, or just wants to watch it do its thing. In either of those situations, it wouldn't be pointless! ;)
Good job!
It moves backward because the force value is a negative number. Not weird, quite normal.
Does that mean all of our comments are pointless (including this one)?
I agree with s_noonan. Only minor detail is the angle of the horizontal stabilizer looks "off". It looks like it's angled toward the right, and not parallel with wings. Except for that, the scene is awesome!
Last edited at 2013/12/12 16:19:33 by Xray
Wild bill - After looking at it again, I now realize that what I thought was the horizontal stabilizer is actually the vertical stabilizer! It formed an optical illusion in my brain in which the lower portion of the vertical stabilizer that actually drags on the ground, looked like it was the right side of the horizontal stabilizer. Sorry about that. I think I need a better pair of glasses!

It looks just fine now. :tup:
You should get your keyboard repaired.

Oh, by the way, when you update a scene, please do not upload it as a new scene, because if you do, there will be two or more versions of the same scene on Algobox. Use the EDIT feature when making minor fixes. It's Okay to upload a new version if the changes are substantial and/or if you change the name of the scene.

Thanks!

Xray (Admin)
Last edited at 2013/12/12 21:10:44 by Xray
Thank you, sir!:)
I deleted your "incorrect version" for you, but next time, you can delete it yourself. Actually, when you make a correction to a scene, you only need to EDIT it rather than upload another version of it. Just go to your incorrect scene and click on the Edit tab, then upload the corrected version. Doing that will help to reduce extra "junk" scenes on Algobox.

Thanks,
Xray (Admin)
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