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*Cough*

Nobody cares about messages because THIS IS A SCENE DATABASE
Found le easteregg;)
Look at my Prime spirals for some real prime number science. It's worth a shot
Okay fine, here it is:

A ghost masqueraded as a wizard, such a screwball.

Let's kick his green ass!

Oh wait... , But HOW DOES IT WORK ????, We have to hurry!!

He's playing some maths tricks on unsuspecting kids.
aww thanks Xray:lol:
Its neither a bug nor a real easteregg. What you see here is the object "user" in it's unassigned form, so a "guest". In it's unassigned form, no values have been set, so username is default "guest", scenes = none, and the date is "0". That however, is the 1.1.1970, since thats the default value of a "date" value in most programming languages, since thats the start of the so called "UNIX-Time measure". Its basically a time format ranging from 1.1.1970-value, and is always assigned if nothing overrides the date value. That's why you see these values there.
Dude, give your scenes proper names and descriptions or do not upload them at all, because NOBODY wants to see your scribble
@LastChance
You should rather search for +666 and +1000 scenes, because then you will find many more results:P
These sentences are reverses, ignoring spacing:

Madam-in-eden-im-adam->mada-mi-nede-ni-madam->mada-m i-n ede-n i-m adam

He-lived-as-a-devil-eh -> he-lived-a-sa-devil-eh -> he lived a-s a devil eh

Revered-now-I-live-on-O-did-I-do-no-evil-I-wonder-ever
-> reve-rednow-i-live-on-od-i-did-o-no-evil-i-won-derever
-> reve-red now I live on o d-i-d I d-o no evil I won-der ever

And so on
Stop uploading these Spammy scenes! You cant restrict your scenes to somebody, your scenes are nearly empty, and most of all, cant you just give it a PROPER NAME! Or are you too stupid for that
10 minutes, or 600 seconds, or 36000 frames to draw that goat? You've goat to be kidding me.

Nice work anyways, I have no idea how this works. Or I am just to lazy again to analyze the code:lol:
I dont know the content of the scene, but let me guess, it went like this:

Hey there buddy chum pal brotha amigo pal chum, I dont want to be rude my homeslice breadslice dawg etc.

do not take that text as threadening or insultive. Of course its against the terms of use, but if it went like I started above, its taken from an internet video thats an absurd adaption to a scene from the game Undertale. So dont worry.
Im still here... °u°
@icrls984
Wow, thanks for commenting on this scene despite it's age. About your question to the 4D-shapes. It would in fact be possible, if I change the amount of points and the absolute position of them. so if I take 5 and position them in the shape of a "Tessermyd"(My name for 4D Pyramid), and then just connect them with springs(thanks for the suggestion btw), it could work.
Well, this lil' ol square bases on the equation f(T) = 2cos(T) | 2sin(T) which makes a circle with radius 2. after that, I made some messy work with "cutting of the round parts". If I had to explain this, we need to view only 1 of the 2 parameters:
So, if you had the function 2cos(T), how do you cut of the lower quarter? It's kinda simple: Create a duplicate of the function, then move it so that the cutting line is equal to the X-axis, and then get the absolute value of it. Result: Negative turns positive. Now move it back and add both the duplicate and the original. Result: All positive values are doubled, all negative values equal 0 since: -5+ |-5| = 0 b BUT 5 + |5| = 10
Now divide everything by 2 to get the cut sine. Now is the question: You have cut off the lower quarter of the sine, but whazzabout the top half? Well, mirror the sine, and repeat the whole process with the now achived function(cutting of 1 quarter of a function that already has been cut is messy). What you get is a sine with no extremes, but instead having alternating long-time-values that quickly change in periods of nearly the same size. If you do the same thing with sine, you get a square since both x and y coordinate alternate between staying at the current border or drawing across to the opposite one while the other parameter is static.

So, you can see, much maths for nothing:lol:
Well, it's okay, but it could be way better. Try to use good looking level designs, turn of the clouds, dont use bad brushes, try not to copy marble race elements, make the elements in a proper size so that the character fits through, use some more advanced controls(thyme) etc.

If you like games, check out my scenes for Inspiration. BUT! You are disallowed to use any content of my scenes unless you ask and I AGREE! If you simply take my stuff, I will be forced to call an admin.
Dude stop spamming this guy about his username. Ultragamer is GONE! And he is for GOOD! And if you keep harrassing this guy about him may beeing someone who is banned you will give him a bad impression of you...
hydro means water. Hidro may be some wierd other writing in some places, but I never heard of that writing style.
stop spamming scenes!
Nice scene. Maybe you should change the behavior so that, instead of alterning between towards the screen and towards ground, it has an actual "depth velocity" that accellerates it towards the background. Then also use tangent formulas in order to get the actual radius depending on the distance to the "camera" so that we get a realistic size change on the screen. I covered all of that in my Curveball scene once, so have a look at it if you like.
I propably wont upload a response scene. I have given up on algobox months ago, seeing how its old glory completely shattered and succumbed to the lower age. I am also busy with school works and other things anyways, so algodoo isnt a part of my freetime anymore. I only look every couple days or weeks if someone I subscribed to uploaded something, but it ends there. Not even the popular page is worth looking at anymore.
Thats no scripting, not at all. Scripting involves you to use the event handler boxes(the ones starting with (e)=>{}) in order to accomplish >>proper<< things. timetolive is just a standard value that is simply not shown in the materials window
The areas represent the healers of each team. The white one is the public healer, so if it breaks, the drones cant heal themselfes in the center anymore and have to use their own instead, unless that one's broken too
Really whut?
Welcome back to algoboxs? Enjoy your try at enjoying the current situation I guess.
Well, you could simply do onCollide(e)=>{e.other.onLaserHit(e)}. It calls the onLaserHit event using the event package from the oncollide event. It slightly differs because of changed attributes(rendering e.this.x or e.geom.x broken) but has a similar effect. You dont really force it to be true, you simply call it and give e the property "true". You could also do e.other.onCollide("pizza"), e.other.onCollide(this) etc. since they all send a certain piece of data using the e parameter, however you always have to watch when the event uses e.x parameters, since the sub-value in the package is often missing then
Last edited at 2016/06/06 15:18:51 by FRA32
What I mean is that "e" is a variable passed to the function onCollide by the eventHandler, as seen in the funtion declaration (e)=>{}. The Event handler, as you probably know, passes a data package with all data about the event in the style of e={this = {pos = bla; vel =bla...}; other = {bla, bla, bla}}. What I meant however is the fact that if you manually trigger the functions, most of the data will most certainly be missing. If you do onCollide = (e)=>{e.this.onHitByLaser(e)}, you pass the event package of the onCollide event to the onHitByLaser event. However, that event usually receives data in the formation of e.this and e.laser instead of e.other. Since you send "invalid" data to the function, it still runs, but if there is a call of "e.laser...", it wont work because onCollide never provides data under that name that could be passed to your call of onHitByLaser.
So that's why certain variable calls usually are broken this way due to differing naming. However this now brings the idea of someone designing a custom event function like the classic "onStopHitByLaser" or something different, and pass a either valid argument from the "root event", or create a completely new "e" variable in the style mentioned above. So you could write PostStep = (e)=>{
_timer = _timer - 1/sim.frequency;
_timer <= 0 ? {e = {
time := sim.time;
pos := e.this.pos;
etc...;
};
e.this._onTime(e);
}: {}
}
with _onTime being a custom declared function/variable inside the object.
While this answer is a little late, you can completely ignore the i part in the formula since you square the complex numbers, turning it into -1. So the formula is Zn+1(x,y) = (Zx^2-Zy^2,Zx*Zy)+(Cx,Cy). Your maths program does not care that there should be an i in the equation if you leave it out. Ss long as you tell it that the y coordinate turns negative when squared, even if common maths may return other things, it will return correct results. That's why algodoo can do this thing despite our lack of the complex number system.
Alas, please upload your scene in the group BFDI-Algodecathlon-etc. so that only those who want to see it see it okay? Thanks:)
It would really be usefull if scenes could only be uploaded if a group is selected. Default should then be removed so that lazy children dont just pick the first best thing, and isntead a Misc. group can be added for things that dont fit in other groups. If algodoo could only be modified in a way that this was possible. Right now I have to disable both default and marbles, because there's a lot of Camp stuff in default left.
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