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Thanks Domobear19. I got the texture image from doing a search on Google Images.
The ball did not disappear for me when it reached 1.1 * 10^5 m/s. In fact, it went MUCH faster than that before the entire scene disappeared! I increased the acceleration of gravity to 30000 m/s^2 in order to speed up the process. It was around 8 * 10^6 m/s when the clouds disappeared, and then at around 10 * 10^6 m/s the ball and the entire scene disappeared! I think it translated into another dimension.
Pretty good game, but it needs a little work. The arrow keys move the rocket ship as expected, but it points in the wrong direction. A better way to do this is to use the Up and Down keys for forward and reverse, and use the Left and Right keys to ROTATE the rocket ship. That way you can point the ship at the object that you want to destroy. You would need to attach thrusters to do those moves.:tup:
Last edited at 2014/03/15 18:54:00 by Xray
Why do you upload a scene that's not finished? It doesn't do anything, and therefore it is just a waste of time and space here on Algobox.

In the future, please only upload completed scenes, or scenes that are at least very close to being completed if you need to get help from others in order to complete it.

Thanks!
Last edited at 2014/03/15 18:59:04 by Xray
Gameboy artwork? Algodoo is a physics simulation program. It's not really meant for drawing pictures or making artwork. People want to download scenes that DO things, not artwork! When only pictures are uploaded they will get deleted, so please keep that in mind. As long as your Gameboy "artwork" has a functional game in it, then it won't get deleted.

Cheers!
I had a feeling that it could be simplified. Thanks!
s_noonan - When I copied and pasted your two lines of code into my scene, Algodoo returned a bunch of errors in the console. The code visually looks Okay, but when I copied and pasted those two lines into Notepad++, this is what they looked like:

a = math.vec.len([scene.my.lampPos(0),scene.my.lampPos­­-(1)]);
b = math.atan2(scene.my.lampPos(1),scene.my.lampPos(0)­-­);

Somehow those minus signs snuck into your code, but they cannot be visually seen until pasted into a text editor. WEIRD! :s


lololoer - Yes, I knew that but I didn't bother to fix it. Now that I'm modifying the code per s_noonan's suggestion, I will see if I can improve it.

My thanks to both of you.
Wow! Good job overall! The scene is complex, but there's a lot of stuff going on and a lot of gizmos to actuate. Very impressive! :tup: _o_ :tup:
The claw falls under it's own weight. I don't know if you designed it that way, but I think it would be better to allow the player to control all movements of the claw. Other than that, the game works well and is challenging. :tup:


Here's a stacking type game that I made a few months ago: Electromagnet Game V2
Last edited at 2014/03/17 00:30:32 by Xray
Yes, I recall playing a claw machine when I was a kid, and you are right that the claw drops down at the push of a button (that's how the machine owners screw so many people who try to beat the machine! :lol: )

I'm glad that you like my game. I am the kind of Algodoo'er who makes most of his games using Thyme scripting. I love to program, and this gives me the opportunity to express my creativity in that manner. I am not very talented with mechanical devices and assemblies like a lot of Algodoo users are, and so I have to rely a lot on Thyme scripting to make things do what I want them to do!

Thanks! :)
What does the code tags have to do with this scene? :huh:
Thanks Luka!
Interesting mechanism! :tup:
Oh, yes. It did not click in my brain at first what you were referring to, but now I know exactly what you meant. We (Admins) had a discussion some time ago about the possibility of combining (or somehow overlapping) Algobox with the Forum so that:
1. Users would not need two separate accounts.
2. All bb codes and tags will work consistently between the two.

Unfortunately, anything concerning Algodoo (the program, the forum, or Algobox) currently has a low priority because Algoryx, understandably, is focusing their time and talent on their money-making products. So, it may be a long time (if ever) when they will update any of this. I just hope and pray that they do not pull the plug on it and kill it! :cry:
austin9700 wrote: "Subbing you "Click" Done";)


Huh? What the heck does that mean? :s :huh:
Excellent scene! The hydraulics operate very life-like, and the controls are smooth and accurate.

The only minor (picky) detail is the text on the Excavator is backwards when it switches direction. Of course we know why that happens, and it may not be a trivial matter to fix.

Other than that, you did an awesome job on it! :tup: _o_ :tdown:
lololoer - Thanks very much for the suggestion, and it's a good one! But I don't want to spend any more time on this scene, and so if you would like to improve it in any way, then be my guest! :)
Gent is right. I used to own a farm tractor with a hydraulic front loader, and there were times when I needed to activate more than one axis at the same time (such as when using the loader to push the tractor out of deep mud or snow!). Unfortunately, you did not design it that way from the beginning, so changing how the controls operate at this point would be very difficult, and so I don't expect that you want to attempt it.

Good job on correcting the text! :tup:
Last edited at 2014/03/19 02:10:09 by Xray
Oh, Okay, now it makes sense! :lol:

Thanks, Luka!

and thanks, austin9700!
Nice enhancement! Now, the next thing that I want you to do is to implement automatic (programmed) control of all excavator functions, including GPS tracking of its location. And as long as you'll be making those minor changes, I want you to add a .50 caliber machine gun and a rocket launcher. Thanks.
Cluster - When you make changes to your scenes, could you please use EDIT instead of uploading another new scene? We don't want to clutter up Algobox with scenes that are duplicates, incomplete, or that have errors in them.

Thanks!

By the way, I deleted your first scene that you obviously did not want posted because you made corrections in your second scene.
Overall, Phil, the gun works quite well and the action is smooth and reliable. The only problem that consistently happened is the magazine would fall out with live, unfired rounds still in it. While firing in full auto mode, this happened consistently every time.
I changed my mind on the machine gun and rocket launcher, so please don't bother adding those enhancements.

By the way, there is a peculiar clickable circle that doesn't seem to operate correctly when zoomed in. It's the number 1 circle while the excavator is facing right (east). The clickable area is not consistent over the entire circle. For example, (looking at it like the face of a clock), the 11 and 12 O'clock positions do not work, and the 6 and 7 O'clock positions, as well as the exact center, do not work either. The number 1 circle for the left (west) facing excavator is active over the entire clickable circle.
Last edited at 2014/03/20 15:08:03 by Xray
What's the point of this scene? It doesn't do anything.
Um... what exactly is the point of this scene? :huh:
Occasionally, a fired shell doesn't eject and/or the bolt doesn't seem to have enough spring tension to push the bolt into battery. I also found it extremely difficult to reload, but as we both know, I often have trouble loading all forms of Algodoo guns! :lol:
s_noonan - Yep... it was a drunken alien. :lol: Thanks

homieee - Thanks for the suggestion, but random moves won't work for this scene where coordinated movement of the three joints is needed. Even though the movements look wild and random, they can still scoop up the load and push it around and dump it. That cannot happen with random moves.
Thanks, Phil! :lol:
What is this supposed to simulate? :huh:
It still has problems, Phil. The autoloading function is not consistent. Either the bold won't go into battery, or a shell jams, or the shells fall out of the magazine during firing. The bolt action just seems rather sluggish, as if someone poured honey all over It. :huh:
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