then why did you upload it instead of working further on it? Mine was in my scenes folder for 2 months now, and I just decided to upload it since it was fitting.
to make an proper jump code, add a _jump variable to the shape using the empty field in the top right of the script menu( _jump = false). Then add a _jump = true statement to the onCollide script field. To make it react to jumping, add the keys.isDown("up") ? {} : {} statement to PostStep. In the first bracket, write a jump code of your liking inside, for example vel = vel + [2,0]
Then hook it with your movement script(dont use stock key movement), which can be done using keys.isDown("left/right/down") ? {} : {} and then writing the influence to the shape in the first bracket again(pick one of the 3 words, remember to handle everything that is neccessary, so "down" is not needet in usual cases). After that, check it out. If you need some high-end-example of high-end-movement script that has been perfected to the maximum, check out my "The Factory(game) part 5" scene and look in the oncollide and poststep box of its script menu. The code in there is my ownage, and also only fitting to the scene itself, but it can give you inspiration(what it contains: all-gravity-floor collision detection, tripple jump ability, jumping in all gravity directions, movement across all gravity directions etc.)
I am sorry to hear you want to leave to LastChance, but you must know that the reason for all this self-destruction in algobox are the camps and the marble races and the AlgoXathlons, or in general, the public spam of these. Noone wants to see that, and that's why things are dissassembling themselfes now. With noone to inspire the others, the others leave. When the others leave, even more leave, and everything falls apart until these children are the only people left. You can still try to gain inspiration from older scenes from other users, maybe even go learn thyme, but just because 1 user left, it doesnt mean all the inspiration of algobox is gone(even if it would be cool to consider INH the source of all inspiration). So, try to keep yourself on the ground, because there are still a few people who try to survive this madness
It works quite simple: The highter the inertia, the slower the velocity, since their kinetic energy is the same(kinetic energy = velocity^2*mass/2 so velocity = (2*constant value / mass)^0.5). Then you add the formula for velocity in it: Velocity = distance/time. Since time is constant(the sorter triggers after a set time), this means that the distance is equal to the velocity * constant, or in other words:
The highter the mass, the slower the velocity, the shorter the distance -> sorting effect
And why, if you would please so kind to answer this, didn't you ask XRay to recreate your old account? If it would truly have been your "brother", whoever that is and however he did that(i didnt see any scene in your old account), you could just have asked XRay to recreate the account. And seriously, your freaking object shows and stuff are annoying, as well as all these other camps that you guys keep making. Its SPAM, it's CHEAP, it's WORTHLESS.
100 scenes says nothing. It could be 100 scenes made of great ideas, or just 100 scenes of spam.
Count your success using subscribers/scene. And your success... is very low(0.01)
If you would just use something that is NOT made of characters, objects, stickmen, challenges, algoXathlongs, marble races, or generally, SPAM, you would have a success rate like I or Xray do. Just... stop doing the same thing that dozens of others have already done in a similar manner before over and over again...
What do you want to say with that last part? Your sentence didn't make sense once again. Are you comparing fandoms with your stuff? Because then you are pretty inaccurate, since most of the fandoms you named are all right up to quite neat, and all that I can compare with your stuff is FNAF, which hit's the spot nearly perfectly.
I wasnt able to play the game yet, but extremely cool setup you made there. The reason why i didnt play yet is because you set the controls for "back" to / which is one of the keys that are not the same on all keyboards. I recommend changing it to something that is the same on all keyboards, else one is not able to find the correct key.
Okay, now I was able to test it, and I must say, this scene is a star with the brightness of Sirius in these marble races. I love how you put the work in it to make a computer memory inside it to control the process, and it generally looks incredible. My only complaint that's left is the fact that the paddle moves really fast, which makes it hard to hit the ball xD
PS: This scene reminds me of my "CurveBall" scene, which was a small demonstration of pong in an 3D enviroment, basically to test out my 3D algorythms even more. I'm not sure if this would actually work, but we coult work together to make a 3D version of this scene, combining the 3D script from my CurveBall scene with your incredible style and gameplay mechanics from this scene. The only limitation would be that we can only afford 10 depth layers for the bricks, and even then, the ball could get knocked slightly out of the path when hitting, since I have no idea how to detect multiple shapes across an artificial dimension without using Collision sets and a depth script that changes the layer from A to H depending on the depth(paddles are an exception since they are unique and can collide with the ball even without collidesets).
Oh no, please don't say you are going to make stickman and object scenes to! >.<
Please, You are new to the algobox, I know, but here's a heart-to-heart advice:
Pleaspleasepleasepleaseplease don't make these scenes too, they have been made thousands of times already, and all the people who make them have an subscriber per scene ratio of 1 sub every 100 scenes or even less! If you make cool scenes where you put a lot of work in it(which take at least half a week to make), you can reach an sub/scene ratio of 1/10 up to 1/2 like me!
And guess what, your "fandom" breaks this rule so far that it is already lying on the ground, with no physical matter, crying for someone to release it from it's pain because you kept rolling your scenes over it over and over until it snapped. And that is the worst thing you could ever do inside your "fandom"
Seriously, if you kept this for yourself, set up an own place to host these, and then invite people to join that fandom, we would all have been fine, your fandom would not leak into the algobox, and this way would not annoy people. But you didnt, you set your stuff up right in front of our faces, where we actually wanted to post our inventions, and then you threw around your stuff until even the seniors of this place started to leave as if you would be a pest. Which you pretty much are. I won't set up any website or host for you, because I don't want to waste money and work on something that is clearly your business. So ask your great senpair Ultragamer to do it, and if he has the brains to do so, all go to that new place. Then we wont annoy you, and you wont annoy us. Best solution ever.
Nope, because one can't like what 2 dozens already did. Even the name of this scene has already been used more often that scenes exist on a single page.
Woah there, leave a break before uploading another scene, else you quickly end up catching an admins attention. 1 Scene per day is already enough, at most 2, with a time span of 2 hours between them...
Holy senpai, There ARE actually still non-Admins on algobox that own an sub rate of +1.5/scene and a download rate of about 20000 on their scenes *.*
Well, of course people like you and I don't instantly vanish into thin air. Algodoo is like a family to us. Many who "leave" still linger around, watching how the situation evolves, and occasionally mixing into it, until they eventually return. But thanks to the marble races, many people who used to upload a lot of scenes decreased their rate, just because of the fact that the flow of inspiration is quickly torn apart by them, and if you upload something, hope you make it to the popular page, else you're on a dead road.
Okay, of course I can explain, because if you ask, it means you are itnerrested, and if I answer, you may get a step further to really cool scenes
So it works basically like this(you can do it on a piece of paper too btw.):
Draw a line of any length, but it should by a multiple of 2(best would be if you take a length of 1,2,4,8,16,32,64 etc.). Then replace this line by 2 new lines that form a tip on top of it(as if you would place a right triangle on it).
In the script this happens by adding and subtracting 45° from the lines angle, while multiplying the length of the line with 2^0.5 (the square root of 2, the number which, when multiplied by itself, turns into 2). Then using a twisted algorythm, the new positions of the 2 lines are calculated(I imagine a point floating over the line, and then turn it by 45° in both directions).
After that, repeat the process on the new 2 lines, with following adjustment:
The first line has it's tip showing "outwards" or to the top left, the other one "inwards", or showing to the bottom left. Repeat the same thing over and over again until the lines are to short to be precice. Remember to alternate between "outwards" and "inwards" tips, else you may get another fractal that is totally different, or end up with line gibberish. If you want to know if you messed up, watch carefully if any of the lines are double drawn(drawing the same line 2 times). If yes, you made a mistake, since all lines occupy a space just once, and exactly once.
I even did this on a piece of paper myself, starting with a length of 16cm, and going up to a length of 0.5cm, which equals 10 iterations. Right now I do a larger scale, starting from 32cm, and ending in 0.5 cm, which is 12 iterations, and only fits if you glue together 4 A4 Sheets to 1 A2 Sheet. Takes quite some time, and I only work on it when I have nothing to do, but the shape is growing.
Here's a tip if you plan to do a large scale of the fractal: take 1 sheet of paper, and make a small version of the fractal(with an initial length of 8cm for example), continue until you reached 0.5cm, and then take that shape, and redraw it on your final sheet so that it's touching 1 of the 2 end points of your initial line. Then spin it following this rule: For every multiple of 2 that the initial line has to the initial line of your small shape, spin it by 90° to the left, starting from a pose so that the curve goes from the left to the right. So if the small curve is 8cm, and the large one 32, its 2 multiple of 2 (8*2*2 = 32), so I spin it by 180° so that the curve shows to the left. Then you do this: Take the drawn curve, and then draw a copy in such a way, that the originals and the copys 2nd end touch, and that the copy is rotated by 90° to the left, like this: (~ is the original, | is the copy)
|~
you will see the resulting shape looking like a larger scale of your previous figure. Now copy this whole figure using the same technique(rotating the copy on the second end point). It will look like this afterwards(a line represents to original miniature curve):
_|
|_
Heres a fun fact: You can predict the "turns" of the curve using this algorythm:
Add a right turn to your "chain"
R
For each "round", add a new R, read the previous chain backwards, and replace every L with R. Add the result. In this case:
RRL
R was the previous chain, the 2nd R is the initial R added in this round, and the L is the inversion of the previous R.
Next round:
RRLRRLL
RRL was previous chain, R is new R, RLL is inversion of previous chain read backwards(R1 R2 L3 -> R3 L2 L1)
If you continue this multiple times, you get this chain:
Now draw a short line(0.5cm for example), and then, for every R, add a new line on it that takes a right turn, and for every L, add a line that takes a left turn. You will see how you end up with the curve again.
Yup, there's rand.normal for random variables from -5 to +5 with a highter chance around 0, rand.uniform01 for equal chances for numbers from 0 to 1, and rand.normal2D, which is basically rand.normal with an [A,B] point-value
All right, I was worried for a second since all of algobox is littered with them. Then I gladly welcome you to the Algobox and I hope you will learn a lot of things about physics and eventually Thyme coding here. If you ever have questions about the Thyme coding language, feel free to ask me using the forum on www.algodoo.com/forum/