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AMR season 1

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Author: algodoesit

Group: Default

Filesize: 328.95 kB

Date added: 2016-01-28

Rating: 4.5

Downloads: 1239

Views: 325

Comments: 12

Ratings: 2

Times favored: 0

Made with: Algodoo v2.1.0

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one scene epic marble race by algodoesit =me
Last edited at 2016/01/28 19:47:33 by algodoesit
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hope you all enjoy my marble race
im getting better everyday
Well, even if marble races and camps and stuff are not very famous, I must say that you really made quite a big contraption. I recommend making the marble races so that it doesnt take 2 hours for them to complete just because some elimination does not work. By using thyme, you could make a timer. Once 5 marbles arived, a timer starts, and if it runs out, any marble that did not finish yet is excluded from winning. This way you keep the time in check, while still maintaining an elimination system. Which makes me question: why do all marbles need to wait just for the elimination? Why dont use a counting system(mechanical-thyme), and once most marbles ran through ,the system blocks of the last one. This way the race continues even if some marbles are hanging behind
cool
thank you
i can do that
Also, since you use thyme(code effects) in your scene, here's an way better way of making things fly upwards in case of wrong path:

replace e.other.density= 0.0001 with e.other.poststep = (e)=>{vel = vel + 9.8*[0,2]/sim.frequency}

then, when they should stop flying, just type e.other.poststep = (e)=>{}

What this code does is perfectly inverting gravitation for the marbles, which makes them fly upwards as if you turn gravity around. It is way faster and more realistic than the old way, and is quite simple to use. If you want to see how this looks, take a look at my scenes, and check my newest one(Rube Goldberg). Play it, and at the end, there are dominoes with the same effect causing them to fall sideways or upwards.

The funny thing is, you'r marbles can even roll on walls with this code! If you like them to fall to the right, replace [0,2] with [1,1], and if you want them to fall to the left, replace it with [-1,1]. Then their gravity flips to that direction. And if you use it in a clever way, you can make a room where marbles roll on all sides :lol:

If you like more tools for awesome scenes, feel free to ask me;)
Last edited at 2016/01/28 20:11:39 by FRA32
actually i was just on that
thank you very much
this is just my first scene so im probably gonna improve it
:D
No worries. For your first scene, you put quite some work in it, which is appreciated here. If you like, I can teach you alot of code tricks, and maybe you can even do cool scenes that aren't marble races!:D

If you like, check out my other scenes, since all of them use code(thyme) to work, but way above your current level. I started on about the same level as you are right now, but instead of uploading scenes, I kept downloading the scenes of others, and if I like them, I tried to recreate them, while trying to learn how things work. This way one can get a large set of tricks which one can then combine to his own cool scenes! So if you like, look at the scenes you really like, and try to find out how they work(if possible) and then try it out. One day you could get really big this way:D
FRA, I am also doing a Marble Race. Do you think you can help me out with one thing?
I am trying to do a Roulette, where if one marble hits another marble falling, it will get teleported. I can get the marble to teleport the other marbles. The problem is, it is teleporting the walls, as well, and I don't know how to fix it. DO you think you can help?
very impressive for a first race.
I'm not going to suggest that you used copy and paste, because that would be rude.
@Uniquely

Here's a very usefull trick for the future:

You can very easily make "filters" by setting the materialname of all affected objects to some keyword. So you have to set the materialname of all your marbles to "marble", and then, insert this statement to your code:

e.other.materialname == "marble" ? {your code} : {};

To handle your midair teleport, take this technique: Right at the place where the marbles enter the roulete, place 2 lasers that are opposite of each other(so that even if a marble is blocking it, the other one still exists. Inside the lasers OnLaserHit box, use this code:

e.geom.materialname == "marble" ? {
e.other.onCollide = (e)=>{
e.other.materialname == "marble" ? {
e.other.oncollide = (e)=>{};
e.other.pos = *Your teleport location here. It should be above the scripted laser so that the marble's reactivate their teleporting ability.*
} : {}
}
} : {};

What the script does is giving the marbles the ability to teleport other marbles the very moment they hit the laser, while removing their teleport ability. They then go through the entrance with the laser and regain the ability. The reason you need to use e.geom is because lasers register the propertys of objects as "geom", while onCollide uses "other".
When the marbles leave the room, or make it to the goal, use either a floor or a laser, with the code:

e.other.oncollide(or e.geom.oncollide in case of laser) = (e)=>{}

This way the marbles loose the ability to teleport again, and can proceed through the scene.
thank you lastchance
and FRA i would love to learn more tricks
so much support from my first one is amazing
and uniquely the magenta marathon is good
<3