Browse Search Popular Register Upload Rules User list Login:
Search:
I find it fascinating how you combine amateur scripting and amateur mechanics to create these quite well working scenes. No complex mechanisms, no gigantic walls of thyme, just these little bunches of basic components combined to create simple but incredible creations. Keep it up, you are the kinda user that algodoo needs ^^
After letting the tracer run for a while, I came to the result that after being exactly halfway done with iteration level 8, the algorithm seems to break down due to calculation issues, causing a huge break in the generated structure while decreasing the following resolution and messing up the exact placement of units. Shortly after that, the tracer reaches it's absolute length capacity and starts forcefully removing tracer segments from the beginning of the structure, regardless of remaining fade time. Guess 0.03125*3^8 is enough width for this structure xD
Last edited at 2018/10/30 22:15:16 by FRA32
Here's a script suggestion for future scenes:

Instead of using lasers with circles blocking them for timing, use a _timer variable in your scripted object. Make it by using the empty black box and typing _timer = 0.
Then type in poststep:

_timer = _timer + e.dt;
_timer > (Your time) ? {
do a thing;
_timer = 0
} : {}
The short version is basically:

Algodoo became free around 2013-2014
Many young children used this opportunity to get the software
Things became a repetetive culture.
I sure hope that you have asked Juicicle for permission prior to using his content for your own scenes.
Or, you know, just scripting it to fly instead. Always works the best.
My name has been uttered, I have been summoned. What is your demand, young one?

...

Oh, yeah, pretty much. Been like this for a total of 4 years by now, I am basically lurking around at this point, don't even really check the "new" tab anymore, all I ever look at are my subscriptions, profiles of people commenting on my scenes, and the popular tab. That's about it.
Wait hold on a sec, just as I appear and reload the page, all your comments have vanished Cake. Peculiar...
It's really a shame to see someone's creatively being shamelessly abused by others who can't be bothered to be as inventive. Juicicle is literally the prime example of what I wished these kids to be like. Unexperienced, but inventive, making use of what knowledge they have, and all that algodoo can offer to them, and making these awesome little creations, games, fights, etc.
I really like the bullet spread of the machine gun ^^

You should add

scene.addCircle({
...
vel := vel
...
}

so that the bullets don't lag behind the bomber due to starting with 0 velocity relative to the scene instead of 0 velocity relative to the bomber ^^
As much as I hate marble related stuffs due to their repetivity and general senselessness, I gotta applaude you. Hadn't it been for faytree's comment, I would'nt have taken a critical look at this scene, and I am "relieved" I did it anyways, cause I had my doubts about a marble scene being top popular scene. Your excessive use of scripting in this scene is beyond impressive(at least compared to other marble guys) and I highly encourage it. In fact, I hereby offer my service as a friendly source for information all about scripting to you, so if you ever want to do something but are unsure if or how it can be done, feel free to ask for my scripting advice. By having someone in the marble community making use of creative and unique scripts, it might inspire the other's to try being more creative aswell. Keep it up!
You can prevent the ground from being affected using e.other+"" != "plane" ? {code} : {}

This way whenever you hit a plane, it is not triggering the code inside the first bracket ^^
I would if I knew just what questions troubled the people here:lol:
If you possess questions requiring answers, ask them with my name somewhere in the comment(imagine it like a kind of "call") and I will come over and look at your problem ^^
Since cake's comment is gone, let me replace it.

This scene is static trash.
Jakub, thats nothing that has to be fixed by Rus! In fact, its not a reason to rate the scene less at all!

Press shift+enter at the same time! It's how you manually toggle playmode!

Hope this helped ^^
Im glad you figured out how to use Scene.my.variables!
You don't need to use the underscore _ in front of every scene.my.variable tho, you only need it for permanent variables inside single objects, so instead of scene.my._boost, you could just type scene.my.boost ^^
Oh come on, its easy to figure out you hooked the wheel to another one at the edge of the scene using springs. Give us something a lot more challenging xD
I managed in my first turn to make a laser path so complex that it exceeded the lasers 20 maxRays and denied me my full score! I demand a refund!:lol:

Perhaps increase it to 25 to make sure that one doesnt run out of lasers ^^
What exactly do you dislike about the guns? Perhaps I can help you by making better ones. All I need is a description of what should be changed, and I'll see what I can do ^^
I also noticed the immense lag with glueing the objects, which confuses me as algodoo would theorethically require less ressources due to not needing to perform physics and collissions on them.

Feel free to modify the scene and upload your version, as long as you credit the original idea.

@XRay
This procedure actually runs on 2 pretty simple formulas

The first formula is Newtons Method, which is:

newx = x-f(x)/f'(x)

The second formula is the source function that is being analyzed, in this case:

f(x)= x^3-1

With f'(x) (The derivative) being

f'(x)= 3x^2

Both functions operate with complex numbers here, and the color of the point grid is determined by the color each point has after having performed the newton function 15 times.
The addition of the colored tracers really help tracing where all the points in this chaotic cloud originate from!

I also noticed another funny thing regarding colors: While I always give my scenes a white background, your's are always black:lol:
Wow, nice to see people make scripted games.

Here is a usefull tipp for your game:

Instead of having 4 different keys for 4 different shooting direction, use App.mousepos to aim and just use one key to fire. The velocity of the bullet would be calculated like this:

dp = app.mousepos-pos;
vel := dp/math.vec.len(dp)*[Velocity of the bullets];
Last edited at 2018/12/02 10:36:44 by FRA32
Maybe if we take a variation of the newton method and apply it to the world peace function space, we can iterate towards the root of all evil and thus eliminate the source of corruption, war and discrimination! The only issue is that we will have to avoid the countless areas of periodic historic repetition in order to arrive at the root, and unfortunally, complicated functions tend to have many of these neverending loops. Maybe someday in the future, once mathematicians successfully rendered the entire 6D Mandelcomplex function in a humanly graspable format, they will be able to apply the principles in order to show the valid solutions that will show us the way towards world peace...
The scene shows the the value "e.normal", which is being provided during onCollide and onLaserHit/HitByLaser (the latter shown here). It is not super well known to thyme coders due to not being part of e.this and e.other.

e.normal is a 2D value, so it has a [x,y] format like pos and vel. The green laser shows you what e.normal looks like by pointing in the exact direction specified by the x and y partl. e.normal always stands perpendicular to the current surface, which is also the general definition of normals (being the opposite of tangents).
So you watched numberphile huh?
Heh, I also uploaded a scene about this thing not too terribly long ago. Sure are a peculiar curve.
I managed to deplete the bosses health, but he didnt actually die! He just kept moving like a zombie or something:lol:
Pretty colors, I like!

I recently came to the interesting realization that tracers, or if a little opacity is no issue, fixjoints make for the perfect tool to visualize mathematical constructs. As they are no geometry, their sprite renders while putting way less work on the CPU, and fix joints are even cheaper, if a little less colorfull, as they literally only edit the geometries body value and otherwise do nothing but getting rendered. I was capable of placing over 8000 fix joints on a background object and only suffered minor FPS issues! Maybe this will finally allow a relatively high resolution mandelbrot render(like 100x100 data points!!!):lol:
Its kind tiny. You could make much more interesting scenes if you gave them more content so "finishing" them doesnt take 10 second.
Wow, this is a beautifull construct, similar how they existed in the old days of algodoo. The amount of things that are happening here and their mechanical execution is simply beautifull and should be an example to all new users on the complexity their scenes should aspire to.
previous | 1 … 28 29 30 31 | next