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Made the blocks undraggable!
P.S. You can import the blocks as a Component, put them in another scene, and they still work.
Last edited at 2024/01/08 14:33:50 by 42flowermaster
What system does Algodoo use to determine the coefficient of restitution for a collision?
KGameX - LOL
Xray - You can aim it at anywhere you want - that's the whole strategy. You look at your "Next Tiles" and _you_ decide whether you want to place it somewhere. The thing is, you can't pass, you have to place it somewhere.

Things that may guide your decision of where to place it:
- Blocks with equal value merge to 2x that value
- Blocks with unequal value don't merge
- The goal is to get 2048
- A block with "X" on it automatically makes the block it touches have 2x the value

Have fun!
Xray - Thanks! I did add the down arrow function now, so you can play the game one-handed.
PizzaGuy22 - you're welcome!
I have a suggestion since I have been trying to get 2048 for about a few hours now and haven't gotten it once. Should I add a "bomb" tile that has a small range but eliminates all blocks that have number <16 (the annoying ones) in the range of it?

Also, WILL add a button for Easy Mode.
Last edited at 2024/01/08 23:59:37 by 42flowermaster
Peppermints - thanks!
Pepermints - Nice. If you want a tower that is 1,000,000x harder try Tower of Inception (a way older scene I made)
the loop is amazing
nice
By setting `tools.dragtool.strength` to 1 (if you set it to 0, it has some unexpected behavior). When the simulation is paused, it sets it back to 10000000.
this scene is after the stickied scene "Short List of Rules - Read Them" because it is January 10 now
good project
PizzaGuy22 - thanks :)
This is 100%, great job
also, if you want to make more levels without lag, try to use a small box that is always at the cursor and that constantly shifts between Collideset 0 and 1. That way, you utilize Algodoo's OnCollide instead of making a script for every object
a_bored_coder - Because of some bugs

How it works is basically before everytime the box goes to CollideSet 1, it sets _entity to 0. Then, at OnCollide there is (e)=>{_entity=e.other.entityid}. At poststep, like 2 frames after the supposed collision, it checks the value of _entity. Some weird things may happen if the box doesn't shift collision
a_bored_coder - Could I make a scene revolving around cursor mazes as well?
a_bored_coder - Thanks :)
teeth for later
Currently made a working system (using th shifting box trick) that actually supports floor over lava and lava over floor as appears to the user. If lava is below the floor, it won't hurt, but if lava is above the floor, it will
a_bored_coder - I don't exactly know, but one of the implicit conditions is to have a rating above 5 (which this scene does).
absolutely amazing from start to end, really like the color blending, design, gameplay, gravity switching and all the effects and hard work that went into this! Level 47 was extremely difficult but I managed it. nice :)
PizzaGuy22 - good job, you completed the quiz!
PizzaGuy22 - I don't really know how to continue the hard chart obby considering I made the finale here. I will continue to make more parkours soon
(Q) How far did you get?
Xray - Thanks! Also, level 6 is a break level because the paths are just a big invisible line.
Jaguar4 - Thanks!
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