Nice to see someone still does this
You can check out my scenes, maybe you will find some useful tips. Most of them are messed up because they were made in different versions of Phun and Algodoo through the ages, but some of them still works very well. Keep it up!
Please don't claim that it's yours. I put a lot of effort in making these buildings and seeing my 15 years old scenes getting reposted here every week is quite flattering, as long as it's done with respect 🧐
@Xray I understand that some items are hard to track down, but like you said you've been here long enough to know that my scenes are unique and litteraly no one else on here does what I do (did) in the same consistancy and quality. My page consists of the simillar style building destruction themed scenes and this particular one was posted by me in 2009 and as well as the other ones it's been copied numerous of times since then. This scene is a one to one copy and I can see no reason to think otherwise.
I understand that there is no legit way to check these things, but if there is no system, there should be a common sence which says that if you see that there is a complaint of copying from an auhor who posted the scene 15 years ago and it looks identical then it can be considered a copy and if there is no complaint or evidence that I copied my own scene from someone else then I can be claimed as the original author.
I don't want to have an endless conversation about this in the comment section because I am planning a comeback and I don't want to start this from a quarrel, so I'll just leave this message here and will note everyone who follows Algodooper's example of appropriation of my work if there is no other way to restrain it. Thank you.
If you need any advice - it will be better if you will use different collision layers for defferent parts of the building so that they won't collide with each other and the building would be stable. That way you could spread the building into three parts:
1 - Core (the tower it's self) that goes from the ground to the top and holds all the other parts - that should be the strongest part;
2 - The lower part with the arches;
3 - The roof
Also you can check the "brake" box in the axles option and choose the motor torgue so that the axles won't be able to rotate.
Also you can make the bulding much heavier and make the brake limit of the axles much higher.
If you want more details you can check out all these properties in my last scene "The Spass Tower", this is my most advanced building so far in terms of building technique and collapsing realism, though I had to sacrifise some performance speed😁
You can see how I work with layers by going to the Game Options > Layers and go through the layers by checking and unchecking each layer to see how it looks.
Also you can delete all the parts with textures and "the ground" polygon to see how the "underground" part looks like.
@Hockey Jockey I will put it to my list, it would be a great addition to my collection! 😁
Also if you want me to make more of these - please don't forget to rate my scene so that I know that there is a demand and it can get to the "Highlighted scenes" and more people could enjoy it! Thank you! 🙏
I'm really glad you liked it and you get inspired!
I had Petronas towers in my mind for a long time, but the problem is that Algodoo won't handle two of this kind of detailed buildings in one scene. But I will put it to my list and I will probably make just one of these buildings and the second one will be a texture 😁
I did review your scene and left a comment under, hope that will help!
Also if you want me to make more of these - please don't forget to rate my scene so that I know that there is a demand and it can get to the "Highlighted scenes" and more people could enjoy it! Thank you! 🙏
I tried many times to use simillar technique for my buildings, but unfortunately you won't be able to create a realistic building without axles, because objects are shaking when colliding in Algodoo which makes the building unstable, besides those polygons that you make to stick the bulding together are using too much game memory((
@Karl0z Glad you're exited! I get what you mean, I do my scenes on a 12 years old laptop and it lags as hell, that's why it takes me this much time to make it 😁
Would appreciate if you rate my scene as well, thanks.
@Karl0z On this page there is a line that filled in half by blue bars, on the right side from that line it says "Rate this scene". It's located just under the description field. You have to choose one of 10 bars to pick what score you want to give and click on that bar. If you rate my scene 10/10 then you should click on 10th bar.
You can also see that line under every scene when you are at the main page of Algobox, there is also "Highlighted scenes" at the top and you can see that they have more than 5 blue bars, because people rate those scenes and they get shown on the main page for several days. Hope that makes sense)
Hi Karl0z, nice work!
I like the "core" structure you've made, I already connected it with the building it's self and it works pretty good! Just don't forget to connect the "core" structure to the "ground polygon" so that the building won't fly away.
The reason the top is falling is because the brown polygons (the roof) on the sides are not marked as "no self collision". For example If you have 2 objects colliding with each other with the same collision group you have to mark them both as "no self collision" or make them defferent collision groups.
Also you can make some smaller parts of the building like some parts of the stairs or crosses - the same collision group and don't mark them as "no self collision" so that they will collide when the building gets destroyed just like in real life. Just make sure that the don't cross each other to prevent the collision when the building is just standing.
Also it's better to use the "grid tool" to be more precise, it's located at the right side of the main panel with "play" button.
Also it's better to press the "undo" button after every time you hit "play" to test the building, that way all the parts of the building will get back to it's original state and you will avoid the mess. You can make a "laser thingy" from my most recent Ostankino scene, it is located on the left side of the big texture polygon. when you hit "play" it instantly shoots a laser that tells you that the scene has been launched and if you want to get the building to it's original state you have to press the "undo" button as many times as it's needed untill the laser will disappear.
Also don't forget to mark the "brake" option in the axles properties to prevent them from spinning.
By the "ground polygon" I basically mean the ground that the building is standing on, in the toolbox it's actually called the "plane tool".
When you start a scene from the scratch it consists only of the background and this plane tool that we use as a ground for any objects.
So just like with every building there is a foundation to it that goes under the ground. To imitate that foundation you have to basically stick your core structure to the ground with some more pillars and axles so that the building would be connected to the ground and won't fly away.
Just don't forget to remove all collision layers from the pillars that go under the ground so that it won't collide with the ground it's self.
About the explosions - I spent lots of time making it because I am bad at scripting and don't know how to make a "spawnable bomb". Unfortunately there is no way I can explain how I did it in order for you to be able to replicate it, because it would sound very confusing, but if you want I can upload it in a seperate scene, maybe it would actually be usefull for other people too.
But to be clear it's not exactly a bomb with smoke, it's an object consisting of several polygons with tracers that imitate the destruction of a concrete or a brick wall that falls appart into dust.
Anyway let me know if you want me to upload it.