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Very nice lighting effect, but I'm fairly certain that the same effect can be done with much simpler code than your scene.my.makeObjectLit function.

You obviously are good with math and with programming, so I hope to see more of your interesting scenes in the near future! :tup:
Thanks, Linkage! Yes, I forgot about that annoying but essential property of our physical world we call "inertia". :lol:
You set the simulation speed to 55555X. That's all! <_<
I don't get how this works. When you say "match 2 same letters" does that mean I'm supposed to type the letters on my keyboard? And when you say (Drag only), what does that mean? WHAT should I drag, and WHERE should I drag it to? :s You need to provide more details about how this game is supposed to work.
Thanks!
BeltedRose - There's something not quite right with the red lit box in this scene compared to your earlier scene. For example, in the earlier "single light" scene, I could move the white light or the red lit box around in the scene, and the red box segments grow lighter and dimmer depending on relative location (angle and distance) of the white light. As the light gets closer, the red box gets brighter as expected. But in this scene, if I delete one of the white lights, and move the remaining one around, the brightness of the box segments does not seem to vary correctly. It seems to depend on the box's position relative to the Algodoo world coordinates [0.0,0.0]. Try it, and you will see what I'm talking about.
Why don't you give this scene a normal title that people would be able to search for and find? If someone wants to try to find it, say, 3 months from now, does the word "Wow" have 20 W's in it? or 19 W's? or 17 W's? See what I mean? But if you used a title such as "Death Ramp", then people will remember that and will be able to find it later.

Just some friendly advice for you....
I don't worry. I just found it curious that the red box segments in this scene acted differently than the ones in your earlier scene. I know understand why.
I don't think that you understand my questions.

Okay, I drag the letter A so that it touches the other letter A that falls down, and they both disappear. I do that with each other letter. So, what's the point? Surely there must be more to this game than dragging letters to make them disappear! Right?
Last edited at 2014/05/19 07:31:40 by Xray
Nice work! It operates better than all the other Lugers I've found on Algobox, and there are quite a number of them. :tup:
It spins too fast, but when I slow it down, then it looks Okay. Nice effect! :tup:
I don't understand what this scene is supposed to do. :s When I move the "camera" in front of the pictures, they just get a little distorted. So, WHAT is this scene supposed to do? You give no instructions or explanations. :huh:
When I click on "Click here to generate" what should I see? Apparently, nothing happens. :huh:
Nope. There's an undefined function named "gearbox" which doesn't do anything. When I type the name into the console, it returns "undefined".
You move it perfectly and you see it, but if you move it a bit you don't. :s :blush: )|( :huh: :s

HUH? I have a headache, so I'm going to take a couple of aspirins.
The function "gearbox" is not defined. Could you print the function here in the comments, and I'll try to figure out why it's not working?
You said, "its supposed to give you the function on update ". What do you mean by that? I don't see any code in update that would create a function. Please explain in detail. :s
Yes, that surely is a huge function!:o

I see a couple of issues with it. Well, actually THREE issues thus far:

1. You need to add the prefix "scene.my.", so the name should be changed to "scene.my.gearbox". The reason is, that's what Thyme requires in order to save a defined function or a global variable. Without scene.my, your scene will only work once until it is saved and reopened.

2. NEVER, NEVER, NEVER (to the infinite power) define a variable or a function in update or postStep. The reason is, the variable or function will get defined over and over again a zillion times while the scene is running. You should only define a function or variable ONCE, either in the console, or in one of those text boxes in the upper-left side of any geometry script menu.

3. The syntax to define a function is: scene.my.function := (e)=>{ code goes here }. You can learn more about functions in the Algodoo forum.

Now, I made those changes in my copy of the scene, and it still doesn't spawn a gear box. I don't know why not, but at least these three issues will get you going on the right track.
algoman132 - I deleted that rude comment and I sent the user a warning to not stir up trouble on this website. Contact me if he makes any more rude comments toward you and I will see to it that he never has a chance to do it again.

Xray (Algodoo Admin)
I see how you did it. ;)
Last edited at 2014/05/20 18:39:35 by Xray
The code is still in update. You need to remove that code, give it the proper syntax, and then write it to the console. The way you have it, Algodoo will continuously run whatever code you place in update whether the scene is running or not. As I mentioned before, you should never define a function or a variable more than one time.

Another thing that may be helpful to you is the sim frequency. You need not ask the user to input the sim frequency because you can get it directly this way: scene.my.freq = sim.frequency

I hope that one of the other guys who know Thyme script (s_noonan?) can chime in to try to help us out. At this point I have no idea why a gear box is not being spawned when clicking on that text box. And maybe someone else can confirm whether it is working or not.
Last edited at 2014/05/20 16:33:40 by Xray
That poor guy should not have been daydreaming on an airport runway! :lol:
The gun moves up and down, but you forgot to explain how to fire it!
Okay, NOW it works!!! I don't know what changed or why, but now it spawns a gear box in the same location as the one that changes size when you move the slider.

When you say "personal scene's sim frequency" I'm not quite sure what you mean by that. Every scene defaults to a sim frequency fo 60Hz, but if the user changes that number to something else, the variable "sim.frequency" gets updated. So, your scene can fetch that number and use it for whatever you need it for. The user does not need to enter it into the scene!

I'm sorry that I was not able to explain things better than I did. Anyhow, it works now, and you did an excellent coding job! :tup:
There's no gravity! How can you play Ping Pong without gravity to bring the ball back down to the table? :huh:
OH, it just dawned on me why you need the sim frequency. It's because THIS scene doesn't know what the sim frequency of the user's OTHER scene will be! DUH :bonk: (I feel pretty dumb now. :lol: )
I guess edilzarjc doesn't know how to reply to comments. :s
Yes, I know.

Thanks
Golly, he's giving me permission to delete this scene! :lol:

Just curious, why did you post it if you want it deleted? :s

Oh, and by the way, WHAT IS AN ALGODOLLAR?
Last edited at 2014/05/21 04:00:50 by Xray
I have a very difficult time trying to remove the chemicals from the closed flasks. It's very difficult to maneuver the flasks so that the stopper can be removed and then hold them in such a way to pour out the chemicals. You say, "Drag and Drop chemicals into the Mixer...", but that is easier said than done! The mixer does not allow the chemicals to flow into it because it is a solid object without an opening (if you know what I mean).

Maybe you could make a video of how this scene is supposed to work?
Last edited at 2014/05/22 15:26:50 by Xray
TheInventor - Is what homieee said true, or is there some other way that you suggest doing it?


Thanks homieee! But I want to see if TheInventor has a different way to do it.
Last edited at 2014/05/22 22:37:03 by Xray
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