Browse Search Popular Register Upload Rules User list Login:
Search:
My problem with camps is their amount, and the concept in general. People upload their scene, and then people should just vote for NOTHING except fictional "characters" that exist dozens of thousands times, or they vote for the ranking, even tho the result is different everytime. Or the owner makes to strong influence of his opinion, i.e "BLACK IS OUT BECAUSE NOONE LIKES BLACK". What I hate most is when these people do unneccessary stuff like "tiebreakers", which are sabotaged from the beginning, to result in favor of a character. Its overall just pointless crying around without any point or fun in it.
why is that so bad dylcool?

If you want to start fresh, I can assist you, especially with thyme like I already told you. Thyme is always a good idea to make successfull scenes.
A "camp" is a type of scene where people try to get users to play as "contestants", who then try to add challenges and contests to it, eliminating contestants in the process. Overall its just insuccessfull because they upload a huge load of scenes of this type, ranging from signups, character displays(totally useless), eliminations, contests and result scenes. As you can see, all of these things are about 1 type of scene, and just that is already spam. And since so many people upload that stuff, its even spammier.
Well THAT's something completely different. So if only some are similar, why don't you make an unique one ^^
eh, simply copy it from update to poststep if you dont like that, poststep only runs in running scene, so sim.running ? {code} : {} statements are kinda useless xD.
Whoops, typo I did not notice. Fixed now
Nice one. Looks really cool. 1 Bug tho: If you fully open the trunk, the door mooves through the car and can't close anymore. Other than that, 10/10
Simply rightclick any of the figures at any stage and look at the script window. They all use the exact same code, and are basically resized duplicates of each other. The maths were quite messy once again, but it was worth the work xD.

Basically, what happens is it first gets the 2 new angles of the future 2 shapes by adding 45 degree to them(/180*math.pi turns it into radiants), and then, depending on _dir, adds/substracts math.pi to flip it the other way round.
Then it gets the new size by multiplying the length with the square root of 2 and then dividing by 2 since x*2^0.5 = the diagonal of the corresponding square, and /2 = half that diagonal.
The complicated part was the 2 pos of the new rectangles, since it messed alot with the angles. What happens now is basically, it takes quarter the diagonal of the "line" squared, and then multiplies it with an modified rotation set to spin the point with the angle of the new "line".
After that all that happens is the original box dies, and spawns 2 new boxes inheriting its script and the calculated values, where 1 box has _dir = 1, and the other _dir = 0, so that one has its "tip" upwards after splitting again, and the other downwards.
What happened out of coincidence is that after 11 iterations, the "lines" have turned into squares xD
Yeah, I tried a little tweak where the left-hand-piece has a smaller time-to-live than the right-hand-piece, resulting in an flowing iteration. If you watch the generation then, you see what piece is always left handet, and what always right.
Btw, the scene has a hidden object that stops the whole process after 12 seconds. I will upload a tweaked version of the scene where it automatically pauses and shows the time it took for each piece to generate. check it out.
Uh wat. Please supply a proper title and description, otherwise it's just like an unaddressed Letter and noone knows what's in it.
Yup, also knew that Update is the framerate of the program while poststep uses the rate of the scene. And update also runs at 60hz in europe, text = math.toint(counting var) told me dat.

Btw, you once said you wanted to make a response scene to my julia scene, and that you may ask questions. Wat about dat?:D
Hmm, since we have both the block texture AND the "cracks" as texture, you probably need multiple boxes for that, and making them interact with eachother will be a messy work resulting in trouble. Sorry, but even I don't know a smooth solution right now xD
Come on, you can do better than to call people to sub on your account if we don't even know anything that's on it or like it xD
Made it :3

Why don't you experiment a bit with scripts around? This way you learn quickly, and you can integrate them into your scenes to give them another extra-touch
It used to be a hidden figure that I placed in the scene, turning sim.running to false if sim.time > 12. Now it does not halt anymore, and instead stops the splitting process of squares that are small enough
Guys, only comment if you understand thyme, if you ask how he does this it means you don't have a clue how thyme works, so don't bother unless you decide to leave behind camps and instead start using thyme.
Then how about trying to add a tiny script that causes it to stop spinning further if its angle relative to the var exceeds a certain value xD
Use the forum for messages, algobox is NO CHAT ROOM, just as it is'nt a character preview place ._.
why don't you try to learn how to script, then you could do it. you just need to watch other's scenes and analyze them properly
don't you start with marble races, you will just get unpopular(people really hate marble races)
you can't force people to vote, if they don't vote, it means they don't like it, so get over it
No matter if something is in your scene, messages suck. Also that "rube goldberg" can barely be called "something" since its made of mere 14 shapes!
What class are you even in? ._.
Yup. My mandelbrot and julia scenes also are fractals(mandelbrot is semi-fractal, since it's surface has slight differences as you zoom in, and the satelites are hybrids of the original mandelbrot and the area they are located in) If you suggest me more fractals, I can try making them in algodoo
The addwater script is in the thyme variable/function list that's sticked inside the Thyme subforum. The trick about e.other/e.this + "" has been kinda found out by pro scripters and since then passed on over time to the people who tend to analyze thyme code in scenes. It bases on the fact that an object itself is containing a "name" of it's type, which can be transformed to a normal string by adding "" (an empty string) to it. You can even check if something is a square, a polygon, a plane etc. this way. It has been kinda discovered some time, and then people analyzed the scene and used it themselfes, and later on people analyzed these scenes and found that too, this way passing on the knowledge. Thyme is something you can sometimes not just find out like that xD
Alasmyfoe, check out my scene about trigonometric functions. It visualices the actual origin of all 6 trigonometric functions(sine, cosine, tangent, cotangent, secant, cosecant). That also shows why sine and cosine can draw a circle: They are the "coordinates" of a point moving along a unit circle.
Sure, I'm gonna do that.
Algobox is NO ASK BOX. Use Tumblr if you have to, but not algobox
Algobox is NO ASK BOX. Use Tumblr if you have to, but not algobox
Algobox is NO ASK BOX. Use Tumblr if you have to, but not algobox
previous | 1 … 11 12 13 14 15 … 31 | next