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Oh my god will you just STOP starting camps! You are ANNOYING! You SPAM! You are not a bit CREATIVE! You keep repeating what dozens of others have already done! You don't put a bit of WORK in your scenes!

Just STOP
No you WONT make yet ANOTHER camp! don't even DARE!
What is this I don't even


No seriously, what is happening in this scene? I was looking a bit inside, and all I saw was some wierd movement stuff:lol:

Mind to explain me how this exactly works?:D
wow, lot's of work. You just put a few cubes above a spinning pedal, and created a room. That is really LOTS OF WORK:/
I managed to recreate the algodoo-simulating almost perfectly, giving me the ability to make accurate accelleration, which can also be used to defy gravity. I even created a way of making objects fly around in paused simulation, even if without collision. Usefull for aiming launchpads when making games;)
noo stickballs ._.

But you can also think of leaving the camps out of algobox:/
Well I absolutely dislike stuff, but at least you use some thyme, I guess? Try developing more complex thyme code, since we can't live on without progressing right?:lol:
Of course we respect your interrests, but it has gone far beyond that by now. The whole Camp and MR "fandom" is a permanently looping cycle of scenes, it's always the same names, the same "challenges", the same figures, the same content. Additionally to that, these scenes don't take a bit of work to make, one just needs to take 20 shapes, glue them to the scene, take 1 shape, dublicate it 8 times, and then color each thing. voila, you are done. The problem is that algodoo is a Physics simulator(with coding interface), and not a marble race and stickman simulator. Of course your scenes also use "physics", cause if they wouldnt, they wouldnt be made on algodoo. Yet they only use a SLICE of algodoo's tools, leaving almost everything out, and instead recreating what has been recreated already 2000 times.
Oh my god DON'T CONTAMINATE UNDERTALE WITH YOUR CAMP GARBAGE!!!
@DigitalSoundwave

Right now, the ball should always change size as it flys in third dimension. If it does'nt, then there must be some wierd bug with algodoo. I currently coded the scene so that a small border frame shows the depth of the ball on the walls, relative to the paddles, and the ball itself changes size and get's darker when it flys towards the background.

Of course take your time with your exams, those are an importand part of your life. I can try to enhance my scene myself in the meanwhile. If you want, I can let you know if I reach anything significant;)
yes, because it's spam -.-
there's 2 easter eggs;)
That gives me an idea...

AS we know, Algodoo has it's ingame browser which accesses the website of Algodoo and transforms it into the typical style as we know it. But what if a completely seperated area is added, that you can access by pressing a button or similar. That area could act just like the normal algobox, but just completely seperated, and only allowed for modern type scenes. All one then needs to do is just change the access from the standart algobox to the second forum, and you instantly leave all the camps 'n stuff, and instead enter the area where camp's are not posted. The rules would be updated so that the scenes are only allowed in their corresponding forum, using simple criteria for the admins to determine if the scene fits. Of course this is similar to seperating algobox, but it would result in no more conflicts, no forbidden types of scenes, seperating both areas, so no group argues with the other, etc.
Guys, please stop mixing other fandoms with marbles, it just squares the disfavor. Marbles and camps annoy me, but if you mix them with another fandom...

I feel like everything of me turns inside out. It's HORRID. So please, don't do it okay? Someone already wanted to make an undertale camp, which was just as bad.
Dude this scene is literally nothing! Really, there's nothing I can complain about, because there's nearly nothing in it! Please, at least put SOMETHING in your scenes, instead of this nearly empty stuff, and work on it properly
So, you want to log out just because camps may not exist in the future anymore? Let's set "log out" on the same level as "suicide". So just because something does not work the same as you like in your live, you instantly quit it all? Wow, you really have nothing else to do:/
Copy from the featured scene -.-

Don't upload things that ARENT YOURS!
I found it out myself: take 2 wheels, add their axle to whatever they rotate on. Then move them somewhere else so that their centers align. add a hinge, rightclick it, and then set hingeconstant to 0.000001, buut NOT 0. This way it will barely pull anymore, but keep transmitting rotation.

Remember to activate brake mode for the connection and set the torque very high, else it will rotate like 2 standart hinged objects without any effect
Last edited at 2016/01/28 15:20:52 by FRA32
MLMoyman STOP SPAMMING COMMENTS!
Hold on a sec.

GASP! My launchpad:DDD

Like how it projects the launcharc even when it's paused? xD
The reason it's arc points left when paused is because it thinks the gravity points left while simulating the arc, since it is rotated to the left.
MLM... We are only at 93904 scenes -.-
The new scene's mechanic's are nearly done. I am just struggling with some wierd glitches, and then going to take care of all thing's visual. After that, I will upload it:)
No -.-
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
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
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
@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.
Well, if you had to handle numbers that already exceed the integer number range, would you still be able to calculate properly?:lol:
the amount of scenes never matters. What matters is the subscribers/scene ratio, which in your case is 0.012 per scene.

Daaang that's low...
yeah, the attribute for the hinge constant is only visible inside the script menu.
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