Getting Started With Thyme

About advanced scenes, and the Thyme scripting language used in Algodoo.

Getting Started With Thyme

Postby mhsphysics » Sun May 25, 2014 3:55 pm

I am a new user of Algodoo and Thyme. I am using v2.1.0.

I am finding it very hard to even get started with Thyme. Could someone post the basics?

Please don't just say open a file a look at it. What file? Where is the file? How do you open the console? Is there a separate scripting editor?

The post with all the tutorials explained step by step looks to be excellent but the first instruction is to hit F11, which in my version doesn't bring down a console, it just toggles to full screen.

I can select the script menu for an object, but where is the script for the scene?

Thanks, MHSphysics
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Re: Getting Started With Thyme

Postby electronicboy » Sun May 25, 2014 10:16 pm

Welcome to algodoo!

They changed the key due to F11 being standardized as the fullscreen key, which caused the console key to be moved to F10.

Thyme is also only available on objects, there is no scripts for the scene itself, however this is worked around by having an object to run all you need, items like gravity are accessible with variables, as well as many other interesting ways of interacting with other objects.

The only real advice is to follow the step by step tutorial, and consider pulling other scenes apart to see how they work. The step by step tutorial is outdated, but practically everything in there is still valid, anything introduced since then can easily be found by using the search function of the forums or popping a question on the forums, just remember we are a small community, and thus we can't promise a fast response.

Good luck!
When asking for help, READ THE STICKIES!
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Re: Getting Started With Thyme

Postby Kilinich » Mon May 26, 2014 9:33 am

Since thyme is unsupported feature there is no official documentation for it. We learn it via experimenting and reverce engeneering, so just search forum or ask us.
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