Cogs! New Algodoo Puzzle Game!

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Cogs! New Algodoo Puzzle Game!

Postby crytek » Fri Feb 11, 2011 7:27 am

I am creating a level series called Cogs. It is based off of the PC Game Cogs.

This is the real game: http://www.youtube.com/watch?v=lZzWVkJ5fZk

So I saw the trailer a long time ago, And eventually I realised that I could recreate the game on Algodoo. I tried to do it, but I kinda failed. All the boxes kept on getting in the way of eachother when I dragged them.

Awhile later, I tried again for the 2nd time. Again, fail....

But now, after I do it for the third time, I finally do it! I realised that I couldn't have perfectly straight boxes. I had to have boxes with curved edges so they could all slide past eachother! Now that I think of it, it was a pretty simple problem.

I obviously am not able to create the 3 Dimensional levels, but I am able to make the 2d ones.

So if you wanna play my Algodoo version of this game, just start with the scene below and follow the scene responces!

Tell me how you like it!

And be sure to read the rules in the description for each level.

http://www.algodoo.com/algobox/details.php?id=51568
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Re: Cogs! New Algodoo Puzzle Game!

Postby HavingPhun » Sun Feb 13, 2011 3:36 am

Is this phun friendly? 8-)
I won't be on the forums much for a while. But maybe once in a while.
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Re: Cogs! New Algodoo Puzzle Game!

Postby Rideg » Sun Feb 13, 2011 8:35 pm

HavingPhun wrote:Is this phun friendly? 8-)

Only one way to find out, eh? -.-'
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Re: Cogs! New Algodoo Puzzle Game!

Postby FuzzyLogicBrain » Mon Feb 14, 2011 10:32 pm

i copied one of the boxes that hold the gears, the ones that move, how did you make it not rotate, even if it is balancing on an edge? :shock:
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Re: Cogs! New Algodoo Puzzle Game!

Postby daniels220 » Tue Feb 15, 2011 3:39 am

inertiaMultiplier, I'm sure. If set to +inf it prevents an object from rotating, ever.
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Re: Cogs! New Algodoo Puzzle Game!

Postby TC42 » Tue Feb 15, 2011 4:21 am

daniels220 wrote:inertiaMultiplier, I'm sure. If set to +inf it prevents an object from rotating, ever.


It's negative infinity :D not positive infinity
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Re: Cogs! New Algodoo Puzzle Game!

Postby FuzzyLogicBrain » Tue Feb 15, 2011 12:09 pm

No it is positive, but negetive works just as well. but if you change the angular velocity, it kills itself, it will also happen if you rotate the object so that it keeps rotating. the positive side, however, has some strange properties, if you change the angular velocity, it will carry on for ever, not loosing that angular velocity. :crazy:
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Re: Cogs! New Algodoo Puzzle Game!

Postby TC42 » Wed Feb 16, 2011 4:43 am

You just blew my mind. :shock: that sounded weird Anyway, a note for spawning and scripting-- you can't use -inf when scripting; I find it best to use 1+e006 and +inf airfrictionmult. (What I used to stop the arm in my floating-arm trebuchet) If you use -inf, it just deletes/explodes :?

Anyway, I checked out the cogs scenes, and they were pretty good 8-) Now I'm just waiting for the cool -and textured- background and app.mouspos scripting :ugeek: so you can just click on the boxes to move them instead of dragging them...
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Re: Cogs! New Algodoo Puzzle Game!

Postby FuzzyLogicBrain » Wed Feb 16, 2011 8:18 pm

sweet! :ugeek: 8-) Why have i been getting a lot of tinyprint? they should have an uberGeek with black glasses, as in cool uberGeek
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Re: Cogs! New Algodoo Puzzle Game!

Postby Someone Else » Thu Feb 17, 2011 2:49 am

I would suggest adding these to the editor:

:arrow: Pipes on gear tiles and walls, as in frogman's scene.
:arrow: Gears on walls.
:arrow: Rears and pipes on walls.
:arrow: Movable walls. (kidding)
:arrow: Crossover pipes that actually allow one pipe to cross over the other- an intersection.
:arrow: Putting the wheels on the pipe crawler on heteroCollide
:arrow: Figuring out some way of attaching the pipe to the gear itself, so you can use it as a switch, so the pipe spins with the gear but the crawler can't fall off.
:arrow: Add the little circle things to the editor. The ones that prevent the tiles from sliding around.

Oh, and if you want to make an infinite flywheel, +inf inertiaMultiplier will not work. You set the angular velocity, start the sim, and it works fine. You undo the sim start and it undos the velocity as well.

In situations like this, use 3e+038. That is as close as you can get to +inf without it snapping to +inf.
*checking Algodoo*
Hmm, it doesn't want to work all the time for me. Weirdness... unreliability...use a motor...
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Re: Cogs! New Algodoo Puzzle Game!

Postby TC42 » Thu Feb 17, 2011 4:42 am

Someone Else wrote:In situations like this, use 3e+038. That is as close as you can get to +inf without it snapping to +inf.
*checking Algodoo*
Hmm, it doesn't want to work all the time for me. Weirdness... unreliability...use a motor...


If you're using a circle, you can have it collide with a box, and edit the material velocity of the circle. Material velocity is phun to play with :D

But anyway, no-one has any comments on my suggestions? Chronos hasn't completely ripped them to shreds yet? Wow.
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Re: Cogs! New Algodoo Puzzle Game!

Postby Someone Else » Thu Feb 17, 2011 6:46 pm

Wait- so materialVelocity can spin a circle with +inf inertiaMultiplier? Cool! But it's still not realistic...
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Re: Cogs! New Algodoo Puzzle Game!

Postby crytek » Thu Feb 17, 2011 8:01 pm

Someone Else wrote:I would suggest adding these to the editor:

:arrow: Pipes on gear tiles and walls, as in frogman's scene.
:arrow: Gears on walls.
:arrow: Rears and pipes on walls.
:arrow: Movable walls. (kidding)
:arrow: Crossover pipes that actually allow one pipe to cross over the other- an intersection.
:arrow: Putting the wheels on the pipe crawler on heteroCollide
:arrow: Figuring out some way of attaching the pipe to the gear itself, so you can use it as a switch, so the pipe spins with the gear but the crawler can't fall off.
:arrow: Add the little circle things to the editor. The ones that prevent the tiles from sliding around.

Pretty much everything you said is already suggested. Besides the HeteroCollide thing and the switching thing.
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Re: Cogs! New Algodoo Puzzle Game!

Postby frogman786 » Sun Feb 20, 2011 5:32 am

I'll see what i can make for that pipe gear thing, cause i really like that idea
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Re: Cogs! New Algodoo Puzzle Game!

Postby FuzzyLogicBrain » Tue Apr 05, 2011 5:57 am

edited out because of extreem noobness and lameness
Last edited by FuzzyLogicBrain on Tue Apr 12, 2011 5:15 am, edited 1 time in total.
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Re: Cogs! New Algodoo Puzzle Game!

Postby Under Ground » Sat Apr 09, 2011 9:32 am

Edit: (by tatt61880 on 2011.04.10 07:07)
There existed spam and I've deleted the spam post.
Please don't write about spam in your post because your post may not be understandable after deleting spam.
-Tatt
----


That spam made no sense whatsoever.
Anyway, Im finding the Cogs game really fun! I hope you continue to make more!
Last edited by tatt61880 on Sun Apr 10, 2011 12:13 am, edited 1 time in total.
Reason: described spam
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Re: Cogs! New Algodoo Puzzle Game!

Postby FuzzyLogicBrain » Sat Apr 09, 2011 8:03 pm

me? or someone else? besides, the spambots are following me. when ever i submit a post to an old topic, which the post is on topic i might add, a spambot posted
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Re: Cogs! New Algodoo Puzzle Game!

Postby Someone Else » Mon Apr 11, 2011 6:44 pm

Hmm... I will take a look at this.
In the thumbnail, I do not see any walls with gears or pipes on them.
And I also don't see any pieces without pipes, except the wall.

Also, I would recommend that you add:
  • Walls with gears, pipes, and any combination thereof that you can think of.
  • A pipe finish spot that unlocks a wall.
  • A finish gear that is spring-loaded, so it will only trigger when actually driven, and triggers the unlocking of a wall.
  • That pipe switch thing I spoke of earlier.
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Re: Cogs! New Algodoo Puzzle Game!

Postby FuzzyLogicBrain » Tue Apr 12, 2011 1:28 am

Someone Else wrote:Hmm... I will take a look at this.
In the thumbnail, I do not see any walls with gears or pipes on them.
And I also don't see any pieces without pipes, except the wall.

Also, I would recommend that you add:
  • Walls with gears, pipes, and any combination thereof that you can think of.
  • A pipe finish spot that unlocks a wall.
  • A finish gear that is spring-loaded, so it will only trigger when actually driven, and triggers the unlocking of a wall.
  • That pipe switch thing I spoke of earlier.

Whut? :wtf:
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Re: Cogs! New Algodoo Puzzle Game!

Postby Someone Else » Tue Apr 12, 2011 3:30 am

FuzzyLogicBrain wrote:
Someone Else wrote:Hmm... I will take a look at this.
In the thumbnail, I do not see any walls with gears or pipes on them.
And I also don't see any pieces without pipes, except the wall.

Also, I would recommend that you add:
  • Walls with gears, pipes, and any combination thereof that you can think of.
  • A pipe finish spot that unlocks a wall.
  • A finish gear that is spring-loaded, so it will only trigger when actually driven, and triggers the unlocking of a wall.
  • That pipe switch thing I spoke of earlier.

Whut? :wtf:

I mean, you should make a second version of the level editor that includes all of these things. In short, take everything you have built on a movable tile and stick it on a fixed tile. A wall.

Then, use some scene.my to unlock a wall- make it movable- when triggered by either the finish gear being actually powered, or a pipe crawler entering a finish spot. A solution, one way or another.

Finally, add that rotary pipe switch thing I spoke of earlier to the editor. Maybe add some boxes to the sides of the crawler that collide with the pipe so it must stop the gear it crawls onto while it's crawling on/off? But that doesn't solve the problem of getting off...
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Re: Cogs! New Algodoo Puzzle Game!

Postby FuzzyLogicBrain » Tue Apr 12, 2011 3:43 am

Someone Else wrote:I mean, you should make a second version of the level editor that includes all of these things. In short, take everything you have built on a movable tile and stick it on a fixed tile. A wall.
gotcha lowd an cleer

Someone Else wrote:Then, use some scene.my to unlock a wall- make it movable- when triggered by either the finish gear being actually powered, or a pipe crawler entering a finish spot. A solution, one way or another.
uh huh! i dont know the game, sos, whats a pipe crawler, never heard of it before

Someone Else wrote:Finally, add that rotary pipe switch thing I spoke of earlier to the editor. Maybe add some boxes to the sides of the crawler that collide with the pipe so it must stop the gear it crawls onto while it's crawling on/off? But that doesn't solve the problem of getting off...

OK, now i dont understand. ummm to activate a wall, using pipes, is going to be extreemly complicated, the pipes arent pipes, there just a shape, oh and there are peices that arent occupied with pipes. somthing to do! :)
[EDIT]: wait! i found the pipe crawler!
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Re: Cogs! New Algodoo Puzzle Game!

Postby Someone Else » Tue Apr 12, 2011 3:51 am

The pipe crawler is the thing that crawls along the outside of the pipe. And when it COLLIDES with the finish spot, is could change some scene.my.

. . . Type into..

Console(F11): scene.my.density = +inf
Box onCollide: scene.my.density = 1
Another box density in script menu: {scene.my.density}

Now touch the first box. The second one falls.
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Re: Cogs! New Algodoo Puzzle Game!

Postby FuzzyLogicBrain » Tue Apr 12, 2011 4:48 am

IMMA DOIN' THA' ROI' NAO! <- lulz capz
[EDIT:] *SCREEEEEEAMM* U MEENZ IZ GOTSTA DOO ALL A DEM OVAR?! WIV CUSTOM VARIBLES FER EECH WON!?!?!? :crazy: :wtf: :ugeek: :ugeek: *faints*




*wakes up* nah uh, no, way. un-fricken-believable, this sucks on ice!im gonna leave it to the proffesionals
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Re: Cogs! New Algodoo Puzzle Game!

Postby FuzzyLogicBrain » Tue Apr 12, 2011 6:12 pm

everytihg, except the pipes, works best in no friction..
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Re: Cogs! New Algodoo Puzzle Game!

Postby Someone Else » Tue Apr 12, 2011 6:37 pm

No need for individual variables for everything. Just build the wall set, and build scene.my modifiers based on the pipe finish spot and the gear finish thing. Maybe just declare:
Code: Select all
scene.my.density1 = +inf;
scene.my.color1 = (0, 0, 0, 1)

And put in the solution spots:
Code: Select all
scene.my.density1 = 1;
scene.my.color1 = (0, 1, 1, 1)

And do ten variables this way, five for pipe finish things and five for the gear solution. Just tell the user to put into the script menu for the base of the tile in question:
Code: Select all
density = {scene.my.density1}
color = {scene.my.color1}
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