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Im amazed by what you did here. But despite your effort to explain it, i didnt fully understand: how did you achieve that the rede balls attract and repulse each other simultaneously? Id like to use the same effect for the display of electromagnetic vs. weak force in nuclei.
Yeah, I know:D Im just joking, but thanks for taking the time and pointing it out anyway ^^
Why dont the contol keys a and s work, when I download the scene on another computer? Arent keybinds saved within the scene? :huh:
Last edited at 2023/03/09 09:36:48 by T_Reißig
I dont get how its supposed to be working:s
I have typed them into the main console:

keys.bind("a",{scene.my.multi = scene.my.multi +1})
keys.bind("s",{scene.my.multi = scene.my.multi -1})

Nevermind, I forgot to add "scene.my" at the beginning.
Last edited at 2023/03/11 04:22:10 by T_Reißig
I tried it, and it seems to be working really well. Thanks alot!:tup:
It is actually multiple key presses on hold down even in onKey, just seems to be slower than postStep.
Well, Im trying to click the enable button, but nothing happens, atleast I am not seeing any changes.
That sounds pretty easy, but I tried it several times (sim running/not running, up to 5 seconds of holding vs. short clicks) and I get no reaction...
Dont know if its me and my brain or the machine though. :bonk:
It is working now, thanks._o_
Would be great if it automatically drew some lines between the positions you clicked at, that selfdelete after measurement. Is something like this possible?
Works like a charm, thanks! :*)
Looks really cool! But how can I copy the laser (I assume the code is in there)? I am not able to "touch" it, no matter which layers I (de)activate.
Looking good. They can form quite interesting "cell-like"-structures after you duplicate them, thow them in a box and accelerate them into chaos.

Wonder if it could be improved by turning up the attractive forces slightly above the repelling ones?
I was already close, just didnt know I also had to click on the name of the layer. ^^ Thanks. I also will remember the "rand.normal2D" for when I need it. didnt know it existed.
Good to know. 8|
Thank you, required quite some tinkering to get it right. Only seems to work well when simfrequency is pretty high (>400).

Oh, I never really liked working with an oscilloscope, because it didnt like to work with me. so many buttons, half of them mysterious or non-functional :bonk: :D
I had to use them in experimental settings during school and university (and will have to in the future again). I know that they are useful. They just weren´t fun. Partly because of old and unresponsive equipment, but also because I dont really like electronics ^^
Thanks, I just wanted to use rand.direction2D somewhere before forgetting about it:D.
I wanted to modify the scene so that the damping factor depends on the length of the spring. So the damping would increase towards a positive number in case it gets out of control.
The issue is, when I get into the scripting menu of the spring it automatically selects 3 objects and e.this.length returns 3 error messages.
Great that you are so excited about it:D. I prefer to look at it from a distance, or through simulations, which is the safest way;)
It seems you like this bus. How long did this take you to make? :tup:
Thanks, you had your part in it:D
The upper one is the counter for currently active laserbullets. The maximum amount should be 3. Sometimes there is a bug, where the counter does not reset after the bullets died. You can click on the box to reset the counter manually.

The other one measures the distance between your mouse and the space ship (edit: at least it does now, there was a mistake in the formula _vellength). I experimented with a method to decrease the maximum velocity of the spaceship, because in the previous version its velocity was proportional to the distance to your mouse, and I think thats unreasonable ^^ It is still far from perfect though.
Last edited at 2023/03/17 11:07:03 by T_Reißig
Yeah, I removed them, they were basically just for me anyways. I found a solution, which doesnt depend on resetting a counter.

I want to try to add enemies next, but that will probably take a while to get it right.
Yeah, I see. The amount of code written alone is impressive. I guess the amount that got deleted even more so :D
Sooo... I added an enemy that shoots laserbullets directly at your position and that seems to work quite well, BUT none of the "Oncollide"-scripts seem to do anything. Do you have any clue why that might be?:/

Edit: Nvm, figured it out, just forgot (e)=>
-_-
Last edited at 2023/03/17 21:03:27 by T_Reißig
I "finished" the gameplay and want to upload the scene to the algobox. However I dont want to override this scene, instead I want to create a new one. Algobox just seems to let me update this already existing scene. Is there a way to publish it as a new one? :huh:
Thanks for the tip! I already used my regular browser to download scenes but used the inbuild one for uploads ´^^
Thanks for the feedback.
1. I am still looking for the command that resets the simulation. I can add an restart button when I found it.

2. Should be resolved by doing 1.

3. You win by bringing the tiefighters HP to 0 (Red box)
Yes I intended that the enemy has much more HP. It would be to easy if both had the same amount. But I see that it can be confusing. Maybe I give both of them the same amount and tweak the difficulty another way.

Thanks for the suggestions. I´ll see what I can do.
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