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I am not against marble races, and never really were. The thing I am against is the scene spam that is associated with it. Right now I am actuallym aking my own marble *race*, but mostly using thyme, to show what they could put into their scenes that also takes some work and not 5 minutes of reassembling a marble race building set.
Ah already got one made by myself;)
@faytree
he, that reminds me of my very first scene I ever uploaded. Back then XRay also said something similar ^^

Also, nice work there. I really hope that you keep advancing in such stuff. Thyme is one of my favorite things to do:D
macky, this comment can be counted as spam, since it has no relation to the actual scene or anything else related to it. Also you cant force anyone to join your so called athlete camp...
Also, its nice seeing another user entering the world of algodoo minigames. As I am more of a game maker, you can ask me for thyme code, since the one Lighter provided to you has multiple flaws and is not ideal for a good game. I am always avaiable for help
If you want I can teach you some scripting, and how to turn this small scene into a neat special effect. Just ask me
Sorry, but I'm not a big marble fan. Also, it is hard to make a marble pack to that lil' big game.
Yeah, the algobox is for scenes, not questions :3
I am currently in an more inactive phase right now. Also, I was planning to my own type of AI bot scene, and not really add more content to these drones. When I have time, I will try continuing my current scenes.
Nice design on the drone, nice idea on dooing the hover effect. I once did a similar hover-object, and I like your approach.
Why did you write + [0,0] on every tp-variable?
If you need help with your turrets, I can help. I have already created different entities that are able to fire homing missles at their target or fire with OP aimbot that is really hard to avoid:D
Well, since both springs as gravity use potential energy(energy saved in your position), it makes sense how these balls fly around the spring: A distance of 0 is identical to some gravitational centrum, with the only difference that, the further away, the stronger the force, instead of vice-versa. Since both gravity as this spring pull the object to 1 single point, while converting potential in kinetic energy, they are basically pure inversions of each other. The reason why the balls fly under the spring is just the scene gravity, pulling the potential centrum downwards.
I know scripting very well, dont worry:D. And yes, the launcher could aim at the core, if we do certain attribute preparations to the ship parts. To make it aim at any nearby ships, we probably need to use a laser pen as a scanning device, but once it hits something, the missle could fire, and home onto the hit object. Of course, a rocket flying at the mouse is possible too:D

For now, you should tell me in a short but close description what types of guns you need so I can prepare the script. If you want certain guns to fire at certain ship parts(for example a missle launcher whoo'se missles always aim for the core) we need to make some funky scripting references in the ship parts, so the gun knows which tile is connected to which tile.
Also(sorry for double comment), I'll gonna change the style your current guns work so they wont need lasers to trigger. This is to improve performance and at the same time make them a bit more compact so we dont get in trouble with collisions. Ill upload a scene in about a day containing most guns that you tell me:D
aaand tripple comment, but I need the info:

Since you got a neat load of variables in your laser, i have to know what they're purpose is

is _ammo the current ammo in the gun and _maxAmmo the Clip size(amount of ammo before reloading(from some infinite ammo stock)) or is _maxammo the maximum amount of ammo that can be loaded inside the gun
I would make the ammo stuff so that there is a current ammo, a clip size, and and a total ammo pool that either regenerates over time, is infinite or required some source of ammo.

Is _recoil the knockback force the ammo causes to the ship?, if yes, in what unit is it measured(is a _recoil of 1 equal to substracting 1 m/s² to the ships current momentum, when also regarding mass differences)

if we use a clip size, is _reload still needet?

if _reload(ing)Time is the time for loading a new clip, what purpose does ReloadTimeMax (sounds better as MinReloadTime) have?

Does the _TimeToLive var that you wrote own any purpose?

Thats all for now, gotta wait for your answers now:D
Published a scene cont aining 6 different turrets for now:D

Once I know more ideas for turrets, ill update the scene(remember which version you own, and which version it says). You can always find the scene in my profile
This isnt the pascals triangle, but the sierpinski triangle. The pascals triangle is the triangle made out of numbers, where 2 neighboring numbers add to the number under them
OOhhohohh I know why the extra space appears:D

The red triangle is'nt at the same angle as the green. It's surface rises slower and so makes a hole when you put it on the top, since when on the bottom, the bottom area is less high than if you put the red triangle on the top, so the hole fills. When the green triangle is on the bottom, then its slightly highter and so "lifts" a tile out of the hole
k, done:D

Write what new turrets you need in this scene, then I can quickly see it. Just added some more content
Okay thanks for the information. I changed the way the guns work so that the code now is inside the turrets Base(the rotatable circle). It reacts using a key.isDown() if statement to notice when a key is down, and if it does, it triggers the fire function, which contains all the importand code for spawning the bullet. Certain turrets own additional code functions like explode for explosives. I renamed a few variables so they are easier to get, and added a few too, like bulletSpeed or bulletSpread. If you need information about my code, ask it in my scene:D

Also: the curretn Ammo and the reload time is displayed in 2 small bars under each turret:D
But please dont upload 1 scene for every single update okay?
Well, im not a big fan of these contests, but ill do one anyways...

[0.0, 0.375, 0.75, 1.0] inside (Blue)

[0.75, 0.25, 0.0, 1.0] outside (Red)
Whoops sorry, I accidentially said the Color, not the ColorHSVA. My colors are:

Inside: [210.0, 1.0, 0.75, 1.0]

Outside: [20.0, 1.0, 0.75, 1.0]
I did xD, 210 is the hue, 1.0 is the saturation, and 0.75 is the Volume.
Just so you dont miss it, what I typed was:

In:210, 1, 75

Out:20, 1, 75

if I write decimals, it can only mean 0.75* 100, which is 75:/
And you really need to post a whole scene just for this ball?
1st Stop freaking capsing! this is ANNOYING.
2nd. Why post a scene not containing anything thats even slightly interresting to anyone?
._. 210 100 75
20 100 75,
just in case that you think I want completely white colors
What I want is you guys to limit the amount of scenes. I know you want people to stay updated, but its already about 10 uploads again. People can wait :I

@6t3443

Marble races were never forbidden, nor has Xray own any influence over the uploading of marble races. He has no power over the rules
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