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Algobox is NO ASK BOX. Use tumbl if neccessary, but not algobox
No please, you already have way enough, and then 10 times above the limit. Just, do something different, you still don't get that camps and marbles and characters and whatever is just pure spam without any value...
you can't ignore something that takes up 80% of your vision
Eh, you mean the sierpinski triangle. First of all it's a polygon, so you need to be carefull about the vertices, and second of all: Remember the limitting condition, never let it go endlessly, algodoo does not have endless RAM(I can only allocate 1.5GB)
The question is: Is algodoo capable of calculating proper integrals, or will I have to make a manual function for that? I may try to give it a shot
(yippeh, first time integral functions and then combined with stacking sines xD)

I am currently checking about that fourier transform since I A: never worked with integrals before, but I know what they do; B: never heard of the fourier transform before neither; C: It is a messy formula xD

But I could actually try that if everything settles as possible, making the user use a brush to draw a wave, using lasers or something to register the points the "function" is made of, then using splines or something to gain a "clean function" with formula, and then making that transformation with anything that algodoo offers xD

Well, that will combine multiple tough algorythms for sure, but I will tryy to get as far as possible, since where's the point in not trying xD
Well then gimme a proper suggestion that is possible in algodoo and not just in complex coding languages:D
Mine is at 0.3, so 1 subscriber every 3 scenes in average, which is a clear sign that my scenes catch more subscribers, which means they are more popular, than the scenes of many people who tend to make camps.
@PTY78

What video are you even talking about?
@XRay

The problem is more complicated than it sounds. Here is the clear explanation:

He wants that the blocks(with their textures) get another texture overlayed over them that changes with each hit, and after a set amount of hits both textured shapes disappear. The question is how to get 2 dynamically working textures for 1 object
Thyme is the integrated coding language that you find when opening the console or the script menu of objects. It's all about using code to change values and trigger functions to control an objects behavior. Check out my scenes to see a wide spectrum of thyme scenes.
Please don't a new scene for every character, put them all in one, or right into the camp scene. Else you create 20 scenes for 1 thing and this way push everyone off the New Scene page:/
23 of 32 scenes on the current new scenes page are made by you. Don't you think you should try out a more efficient scene technique? These are way to many scenes at once.
Sorry, too late, already got 3-4 IQ tests behind me over the duration of the last 8 years xD

The values ranged from 123 to 130 ^^

*moar suggestions plz*:lol:
DONT post dozens of comics or "objectivications", it is just another wave of spam.
Eh, I just read the name and instantly know what you are assigning me without even looking up:lol:

K, I will try, but I will have to find a efficient and not 100 variables consuming way of making about 100-200 circles position themselfes in a pseudo-4D enviroment so that I can use a formula to make them position themselfes automatically without me needing to drag them all in place xD

My Tesseract scene may have been Pseudo-4D, but it only used 16 points, and for these 16 points I needet to use a single Scene.my.var that contained 16 data sets representing the 4D coordinates, and these sets have been generated from 16 variables in the code box xD
Maybe I can use pos. to read an array dynamically.... *cough* e.this._4Dcoord = scene.my.coords(_originpos(0)) *cough*
Nope, you still didnt understand xD

he needs 2 textures at the SAME object, and these 2 consist of a series of changing textures(in an array like you states), AND the basic texture the object has, and the first texture has to overlay the second while both exist at the SAME TIME. That's what we are trying to explain xD
Yup, with thyme one can do many things, ranging over a lot of subjects. That's why I mainly use thyme for my scenes, often for mathematical or entertaining purposes.
If you need to reupload a scene, simply download your old version, modify whats wrong, and then save and upload again. this way you dont double-upload
@pnvv

what do you think does scene.my.coords(0) mean (hint: it's calling an index of the array):lol:

@Xray
Define "Supercube". If you mean the term "Hypercube" as in general-dimensional member of the right-angled shape group, I already did that in my Tesseract/4D-Cube scene(WITH ROTATION!). If it's something different, just explain me what you mean exactly and I will head for it:)

btw, your chat robot is basically a superchained case-structure along with short-term-memory to remember the last answer, and to make it run properly I would need so many if structures It would properly start lagging algodoo again xD
Lol, interresting idea there, I like that:D
Huh? I am very sure the boxes automatically disable automation once clicked again. I checked again, and they do return to normal mode when I left-click them:huh: . Are you left-clicking? and if yes have you tried clicking them while their selected or de-selected?
You probably did not notice the scene before since I named it "Tesseract", which is the actual name of a 4D Hypercube, just like Square and Cube are the names of the preceeding dimensions. It actually was my first successfull attempt at mapping and rotating a highter dimension into a lower one:lol:
Improvement suggestions: Reduce the friction of the player/ground, so one can move by sliding too.

At the room with the slinging laser cross, try to realign it so one can actually avoid the laser while passing the room.

At the final room, try to design it so that one is warned right before the lasers spike down. You could use a box with similar time settings as the lasers and a small offset to make it act as a lamp(get's red when lasers are about to spike, turns black once they return)
Okay I will remove 1 from the prime spotter xD.

Abot the limit: As far as you want, as long as you have the ability to handle about 2000 number-boxes:lol:

If you want to see how it looks at high scale, visit the Algodoo building community I link to in most scenes. Right now I posted an image there which has been spotted by a self coded Java Programm. It had the same way of working as in this scene, but the spiral ranges from 1(center) to 450 SQUARED. There you can also see the miraculous prime-diagonals(diagonals across the spiral area with high prime density)
You can keep it, since noone can beat THIS primespotter of mine ranging from 1 to about 1000000:lol:
Last edited at 2016/01/09 12:23:13 by FRA32
Crazy for what?:huh:

I don' really care who is on who'se side, all I care about is that there's no spam and no super low quality scenes, and just out of coincidence both things happen in connection with camps:/.
Ground has magnetic force holding the cars. With thyme one could that a bit more efficient and more stable. I could do a real all gravity race if you like ^^
Whoops, totally forgot to set timetolive to 0.05. Fixed it now.

What's really odd about these prime patterns is that, despite the fact that this archimedic/quadratic spiral is quite different from the square spiral of my other scene, the primes still form visible patterns that can even be expressed using formulas, even if these formulas frequently output a non-prime number. In an Java program of mine I made the program calculate the square spiral with all primes on it, but between each prime, it outputs the difference between the last 2 primes(i.e 3-2 = 1,5-3 = 2, 7-5 = 2 etc.). The beginning of this number chain looks like this:
1; 1; 2; 2; 4; 2; 4; 2; 4; 6; 2; 6; 4; 2; 4; 6; 6; 2; 6; 4; 2; 6; 4; 6; 8; 4; 2; 4; 2; 4; 14; 4; 6; 2; 10; 2; 6; 6; 4; 6; 6; 2; 10; 2; 4; 2; 12; 12; 4; 2; 4; 6; 2; 10; 6; 6; 6; 2; 6; 4; 2; 10; 14; 4; 2; 4; 14; 6; 10; 2...

I am pretty sure there is some complex pattern inside this, besides the fact that all numbers have to be even, except the first 2. Someone who is really in love with maths needs to analyze these patterns, the images resulting from the prime plotting algorythms, and many more things.
Maybe someday we own an algorythm that spits out primes at garuantee. What that would be usefull tho is questionable:lol:
Last edited at 2016/01/10 14:12:11 by FRA32
There are in fact Diagonals that appear as if they are the opposite of prime diagonals, areas where not a single prime appears. While the whole area seems to have a uniform density, the center area has a noticable highter density of primes, where as the surrounding area seems lower, but nearly constant. At highter image size( like the one in the jar) one can also see horizontal prime lines, which may contain way less primes than the diagonals, but yet seem to contain a reoccuring pattern of dots. What's also pretty wierd: If you look right next to the right border of the image, start from the corner on the top, and then go about 1 quarter heigth of the image down, you see a small area thats completely devoid of primes. You can find a few more of these areas in the image ,mostly smaller than the one I adressed, but always quite far from the center
*PLEASE DO THE CHALLENGE*

A desperate try of getting people do things they don't care about. Can't you just simply stop making camps, because you just keep making another type, make 2-4 "episodes", and once it turns out to be yet another insuccessfull idea, start the next one, over and over again. You treat scenes/algobox like food. You make some use of it, and the rest is trash, then you get more of it, and throw it away again once it becomes bad again.
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