After I insert the key and press Enter, the scene moves slightly, but nothing else happens. I don't understand what this scene is attempting to show. It would help if you could explain what is supposed to happen, and explain how the lock is supposed to work. Thanks!
EDIT -- After playing with it, I realized what is happening. You have to press the Enter key for a few seconds. If pressed too quickly, the box containing another key will not open.
Another thing that can be improved is the lock tumblers seem to move up and down very slowly with gravity. It would be better if each tumbler had a spring that will hold it down against the key teeth.
Yes, I know what you are doing in the script. But even after converting the shadow to a polygon, the script still remains, and I believe that the shadow moves more realistically with the motion of the dog. You should at least try what I suggest to see if you like it or not.
Either way, this is an AWESOME scene. You are the Algodoo expert at making animals look natural when they walk and run!
Transforming is a little sluggish, but can be improved by increasing the motor torque to about 30 or 40 Nm on all four axles that raise and lower the wheels.
I don't think that this is the first swash plate on Algobox. There are a couple of helicopter scenes that demonstrate how helicopter blades are coordinated in their rotation with a swash plate, although the scenes do not specifically mention the name: swash plate.
In any case, this scene is very rudimentary, and looks NOTHING like a helicopter swash plate. It only vaguely demonstrates one of its basic movements. It really could be done much better if someone were to take the time to do it right.
I've spent many weeks (for 2 or 3 hours per day) on some of my scenes, so 2 hours is nothing.
I have 2 suggestions for this scene.
1. The car should remain stopped when the down arrow key is pressed to stop it. But after releasing the down arrow key, the car starts accelerating again.
2. The items that the car crashes into appear very simple and basic. The scene would look and "feel" better if the crashed items looked more realistic and would break apart instead of just falling over. Also, the scene over all would look more realistic if you were to take the time to make some background scenery.
Well, Jester13... Don't go by what I say because I happen to not be very good with fast moving video games. Lololoer is much younger than I am, and so if he says it's difficult, then it probably is very difficult!
bugbunny is right. When you use axles to stick a lot of geometries together that have the same collision layers, they will usually become erratic and start shaking and jumping around. That's what is happening here.
lololoer - Yes, Tatt's script is quite impressive, and there are things that can be learned from it. Tatt is a very good software engineer (He lives in Japan).
1. In the preset show, I see colored balls, but after I clear the current show, I no longer see any colored balls (except for one). Where do the colored balls come from that define the firework colors?
2. The balls with text in them need a chart of some sort that explain what those letters mean (F, 5, P, F2, etc).
3. All three firework tubes fire at the same time. It would be an added feature if you could make timing delays between the three tubes. Also be able to adjust time delays between each set of fireworks.
4. In your description you meanioned something about sharing your shows with the world. How does that work?
Again, nice job!
EDIT: I forgot one other thing. When I drag the "angle" balls, they rotate, and then show the wrong angle when I place them in the show controller. Even when I disable rotation in the drag tool, the balls still seem to rotate. Do you see this as a problem?
This shotgun works well Except for one minor issue and one major issue.
The minor issue is, the drag tool did not have enough force to move the fire selector handle, and so I had to increase the force. After doing that it moved just fine.
The major issue is, after the last shell is fired, a spring falls out of the mechanism. I don't know if it's the recoil spring or the magazine spring. It happened 2 out of 3 times when I shot all shells in the magazine.
Other than those issues, the action is smooth and the buck shot has a lot of knock-down power!
I downloaded the scene again, and now I'm having even worse issues. I can't get more than 2 rounds fired in semi-auto mode and the gun jams. I restarted the scene and tried full auto, and the same thing happens. It jams after 2 or 3 rounds. I've been using the Enter key to fire the gun if that makes any difference. Sorry, friend. I wish I had better news to give you, but that's what's been happening.
Henry Repeating Arms still makes those authentic rifles from the Wild West days. I see their TV commercials every now and then. The rifles seem to be made with high quality workmanship and parts.
The scene updates very slowly, and so I wanted to see if I could make the script execute faster by moving it to PostStep. And so I edited the text by removing all of the text formatting characters (such as: \ n) and then I replaced the eval(text) script in PostStep with the cleaned up script from the text property. When I started Algodoo, it did not produce the 3D map, and the screen was blank. Do you know why the script will not work in PostStep, but it does work when eval(text) is used in PostStep?