Browse Search Popular Register Upload Rules User list Login:
Search:
It doesn't lag on my pc so it seems to be because of your computer's speed
Sorry for that. But you can make it work in phun, too.

1)
Go to the scripting menu of the grey box that's hidden behind the cannon.

2)
Copy this code into its onCollide:
Scene.addCircle({ color := [1.0, 1.0, 1.0, 0.8]; buttonDestroy = "shift"; onCollide := (e)=>{density = +inf}; drawBorder := false; drawCake := false; airFrictionMult := 10; radius := 0.06; heterocollide := true; zdepth := 0; pos := e.pos + scene.my.random(-0.2, 0.2) * scene.my.ort(e.normal); vel := e.normal * scene.my.random(5, 15) })

3)
Make something collide with the grey box very fast. For example a spinning circle with 4 smaller circles on the edges so when the big circle is spinning very fast the small ones collide with the grey box.

4)
Make the colliding pieces collide with collision group B
This is cool. But the plane doesn't have got enough lift. Maybe you should make the airplane faster or make the lifting force a bit stronger.
Wow I like it very much
cool.
you should change world1pos := e.other.pos to world1pos := e.this.pos so the arrow is hiding the fixate
Last edited at 2010/02/16 05:09:39 by KarateBrot
delete the stabilizers except for the vertical one and it's much more stable
that's a cool idea.
maybe for some things it would also be interesting to spawn the hinges in the direction of the mouse movement. so for example an arrow that's following the mouse position adjusts its direction according to the movement.
Okay I'll make it tomorrow:)
yeah you can set everything up to +inf values. +inf friction is sometimes also very useful but not realistic.
I know the circles stick to the position where they collide with something but that's no problem. you could also make them stick only after they had a few collisions.
done. you can find the phun version of this scene in the description:)
lol they can also get in a group if they play dead^^
cool idea :*)
wow that's very cool. i really like it. especially the big jump when you jump through the laser beams
it is possible to access the loop count that's no problem. you haven't got any limits. i once made a for function with 5000 loops but it lags like hell.
but by the way you don't need a for function to get all vectors. just add the arrays together like scene.my.my4 = scene.my.my4 ++ [[e.pos]] in your spinning laser's onlaserhit. this way everything else is redundant and you already have got every vector compiled in scene.my.my4.
the only thing you have to do is to spawn the polygon with surfaces := scene.my.my4 and that's it.
that's what i meant with you made a lot of hard work and used the eval and for function which wasn't necessary.
yeah:D
it works for me
1)
make sure you use algodoo and not just phun

2)
follow the instructions in the description
why do you call it a "quantum" suspension?:huh:
Algodoo is based on newtonian physics. So there's nothing wrong with the circle traveling faster than light. It's no bug.

Emil once said:
"Oh, and I won't be adding relativity into Phun any time soon. Phun will be kept as Newton's wet dream and Einstein's nightmare."
Last edited at 2010/03/06 00:36:03 by KarateBrot
this is pretty coool:)
wow that's cool. i like it very much because the rifle is very detailed
Speed of light is more like 300,000,000 m/s. If you want to be exact it's 299,792,458 m/s
yeah 7x flip. trick bonus!!!:*)
Last edited at 2010/03/21 04:15:31 by KarateBrot
it's a bit buggy but the effect looks very cool!
cool
i don't exactly get it. why is the red circle moving towards the lasers?
"Not used yet"... sure? I'm sure you (or maybe someone else) used it for positioning a box to the mouse position when hitting the enter key
it doesn't work for me. velocity behaves in some weird ways.

edit:
sorry i pressed the wrong key xD
Last edited at 2010/05/18 00:17:01 by KarateBrot
wow that's amazing :o
the idea of the self updating ghost is so cool!
i like it
previous | 1 … 7 8 9 10 | next