HidCore - READ THE ALGODOO FORUM! You will learn very little by writing and reading comments in scenes, but you will learn a lot by searching through the forum because there are many tutorials and posts that describe exactly what you want to learn about. There is an entire section called "Thyme Scripting" where you can learn anything you want to know about scripting. Try it!
HidCore - No offence, but you should not be trying to teach how to write script when you know very little about it. There are many mistakes in your scene, and I'm sure that you don't want people to learn bad information. Right?
Alien_RG -- Just curious why you upload a new scene every time you make a small change? Just today you uploaded this scene about 23 times, and about the same number yesterday! It would be better if you wait until you have made ALL the changes, bug fixes, and updates that need to be made before uploading a new file.
I asked electronicboy, and he said "best method I know is to overlay an image which is removed when the scene starts playing". And I thought of another way which would be by focusing the camera on a specific area of the scene that you want to be the thumbnail just prior to uploading it. Then when the scene starts, you can have a script change the zoom and pan to the portion of the scene where the camera should be to normally run the scene.
Thanks!
EDIT: Later, during our Skype chat, kilinich said: "Actually, I was first who start making custom thumbnails) You need new clear scene, put image in it, save, unpack, get new thumb.png file and read its checksum. Then put it in desired .phz file and update checksum there)"
So, there ya go.... Three different ways to do it.
HidCore -- You really should not try to teach a subject that you obviously know very little about. This scene is confusing at the very least, and none of your examples work because you did not code the action into the things that need them (for example, the spring length has a constant value, no variable. You must not have tested this scene before uploading it. Also, why leave the clouds floating by? They only add to the confusion. I always disable clouds in scenes where they are not needed.
You should learn more about a subject before trying to teach it. I know that you have good intentions, but this is a case of the blind leading the blind. I suggest that you spend six months to a year learning and thoroughly understanding Thyme script and programming practice in general before teaching it to others. Teaching is more than just uploading tutorial scenes. You have to be ready and able to answer technical questions from your students. And if you cannot do that, then you are not ready to teach.
I sped the scene up to 100X in order to see if the obits decay, and they DON'T! Where does the energy come from to keep them orbiting? (I'm guessing it comes from Algodoo's phunny physics. )
Why use thrusters? You can move any object by setting up its "controller". Much simpler! Right click on the object that you want to control with keys, then left click on "controller". You can then adjust many parameters such as acceleration, and you can select which keys will give movement. Try it!
Nice job! I especially like that throttle gauge that sits in the sky a few meters above the ground!
I know exactly what you mean about the shaky objects, and there can be many reasons that cause it. One is if two objects that share the same collision layer are touching or overlapping each other. Another is when an object's mass is too small when it interacts with another object. Sometimes it requires a combination of changes to get a shaky object to stop shaking. Sometimes it's simply a matter of increasing the sim.frequency. The default value is 60Hz, and increasing it to 100Hz or a little higher will often smooth out a shaky scene. Try those things when you encounter shaky objects and see if they help.
Wow, that is very strange! I've never seen that happen before. I will look into what's causing it and get back to you. I'm sure that kilinich or electronicboy knows what causes it.
By the way, the shaking also happens when the scene is running.
This is nothing new. People have been making scenes that open Algobox for many years. Anyhow, I don't understand why anyone would want to go through all that trouble to open Algobox when it can be done much simpler by clicking on a toolbar icon!
I see your latest update, and it clearly is not the best way to do this scene because you will need 52 of those laser arrays that you have made! There are much better and more efficient ways to do it.
Your first starting point should be to determine how each letter of the alphabet should be configured. There are common configurations for dot-matrix displays of alphabet letters, and the more common ones are 5 by 7 and 6 by nine. That is, 5 dots horizontal and 7 dots vertical. Get yourself a sheet of graph paper, and make a dot matrix display for each letter using the common number of dots of 5 wide by 7 high. Once you've made all 26 letters, you can then code the matrix into an array.
This is just one way to do it, and there are other ways that might be better. Take a look at how others have made similar scenes to get some ideas about how you can do this one.
Take a look at this one: 5X5 Display
It works with only the letter A, but it should not be too difficult to add all the other letters.
I don't know if this is what contributed to the shaking problem or not, but I recall someone in the Algodoo forum (maybe kilinich) said that you should never use both "glue together" AND fixates in the same geometries because unexpected things could happen. Either use only "glue" OR use fixates.
I thought I would mention this in case it has something to do with this issue.
dacker93 -- Why are you teaching scripting when you don't understand a very basic concept such as local variables? No offense, but maybe you should learn more about scripting and basic programming before trying to teach it.
No. "scene.my" variables are classed as "global" variables. That means that they can be read or written from/to any geometry or the console. A "local" variable can normally be read from or written to within the geometry or the function where it is located. Those custom variables, which begin with an underscore character, that you often see in geometries, are in the local scope of the geometry where they were created. So, for example, the custom variable _myVariable that resides in "postStep" script, can be read or written from "update" script within the same geometry, but it cannot be read or written from any other geometry without special script, such as during an onCollide event.