Alright, I'm going to explain it to you step by step.
First of all, there are two ways to upload a scene. As a scene response (like Dezzeron's scene here) or as a original scene. Basically they work the same way. If you want to post a scene response you click the button "add scene response". It is on the right side of the name of thes scene next to the "report" button.
If you want to post an original scene you simply click the "upload". This one is in the white field under the orange main bar of Algobox.
The menu that will show up is the same for both cases.
Step 1: Select file
Here you have to find the scene on your computer, so that it can be uploaded.
Step 2: title
Think of a good name for your scene.
Step 3: description
Tell the people what they have to expect from this scene, what they have to do etc.
Step 4: upload file
There are a few boxes that can be used to enable/restrict all kind of things, but the default setting should be enugh for the start.
I hope I could help you a bit. It's really not that hard. And if you make a mistake (for example selecting the wrong file on your computer or maybe you have found a spelling error in the description) you can always edit every single step afterwards. Just give it a try.
Maybe. I don't have much time at the moment, but with a good concept many things are possible. I have built one before.
We should discuss this through PMs in the forums rather than in the comment section of a scene, though.
Yes. I thought the wall alone would be a bit boring, so I thought about putting something on it. The Scream seemed to be truly appropriate to me. First of all because I like the original and secondly because Phun still doesn't have sound and this could give people, who play it, a hint at the sound effects one had to expect in a situatuion like this one.
The scenes you create in Phun are saved in the Phun folder on your computer. There should be a subfolder named "scenes". That's where all the scenes that you save in Phun are.
If you have problems with finding the Phun main folder, just use the search function of your computer. I doubt that there are many programs on your PC that have the name Phun.
Eight click on the icon. Then click on the last option in the appearing menu (properties). A new small window will pop up and there you should find something called goal. On its right side you will see something like that.
C:\Programmes\Phun\phun.exe
That is the path to your Phun execution file. So C:\Programmes\Phun (or whatever the path is on your computer) is the path to the Phun folder.
If even that doesn't work for some reason try reinstalling Phun. When you do that you can choose where the folder will be. But if you follow my instructions you won't have any problems finding it. Really a pity that I don't live near you. It would be a matter of seconds until I would have that folder.
@ mike-E-boy: Benutze statt fixjoints die glue together-Option. Dann ist es unmöglich, dass etwas mal versehentlich am Hintergrund hängt.
Vorsicht mit den Federn! Gerade wenn man mehrere benutzt und sie recht fest macht, dann darf die Dämpfung nicht zu stark sein. Ansonsten kann es vorkommen, dass die Federung bei härteren Schlägen explodiert.
I live in Germany. A bit too far for checking where a folder is, isn't it?
I think reinstalling does not erase the other Phun folder. It still is somewhere on your computer.
If your friend installed Phun to the default folder chosen by the installer it could even be possible that the scenes are still there. If I remember correctly reinstalling hun to the same folder again will only restore the system files and folders, i.e. everything that was added later - like your scenes - will stay.
I don't think that this would work very well. Actually I even think that it is impossible with a realistic scale.
The realistic size made it necessary to use pretty small parts being involved in this ragdoll. Since it also has a realistic weight I had to use a high density on these parts. Phun has problems with the collision detection of small and dense things. I've tested it so that the design works reliably the way it is.
If I used bones as well this would lead to even smaller parts, especially in the joints. And the joints are the last parts of a ragdoll where you want to have collision detection problems. Additionally I would have to use very thin parts for the skin, so that it does not interfere with the bones. Phun only has 7 collision groups and I need one for the body and the head and at least four for the limbs.
I tried to make the structure work like a hybrid of bones and muscles. Together with the other things I wanted to achieve in this ragdoll I believe this is the best possible result.
I can't open your scenes. Since Algobox also doesn't load preview images I suppose you are using an older version of Phun. It would be cool if you could update it so that more people can try out your scenes.
Here's the link:
http://www.phunland.com/wiki/Download
I think it would be appropriate if you credited me for the "hull" in the first scene that you publish with it, if you use my ragdoll to work with. That would be enough.
One very important tip. When you build something do it in the center of the scene. The further you are away from the center the more inaccurate will the position detection of objects be. Try zooming in on the construction and you will see what I mean. the whole scene shakes a little. This can lead to parts being moved somewhere else and all kinds of problems. So make sure that you build in the center of the scene. To get there simply click on "default view" in the context menu.
I measured the distance to the center of the scene. You are nearly 14 km away from it. I sometimes had problems with scenes when I was only 500 m away from the center.
To your problem: The glider is unstable because you made the whole body of the plane a controller. The strenght of a controller is determined by its weight and its assigned strenght. Most of the weight is in the back of the plane and that's why it is uncontrollable.
May advice would be to place one controller in the center of gravity of the glider. In order to find that out simply lift it up a few times with the drag tool until you find the point where it doesn't fall over to one side. It should be somewhere behind the cockpit. Make sure that the controller is strong enough to move the glider. I would use a very light but very strong controller, so that it doesn't change the weight of the construction significantly.
In order to steer the nose of the glider would place a second weaker controller in the nose, that uses different buttons.
If you want to make a plane that works without controllers but that behaves more like a real plane take a look at this masterpiece by Kilinich: