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Thanks for your feedback, guys.

I originally wanted to map to keypad enter and left ctrl, but it turns out when you hold down ctrl or shift, the other key doesn't respond. This is the reason for my odd choice of keys. I went with the keys inside the shift keys. (I deally I would have wanted the shift keys, like on Pinball Dreams back on the Amiga, which is where the idea for this scene came.)

But now I'm also concerned that my mappings will not have the intended behaviour on different language keyboards, mine being a Swedish one. So, I think default mapping should go on keys that are the same for all variations of keyboards. Perhaps Z and M? Or left and right arrow keys like s_noonan suggested?

Also, anyone know if there's some functionality in Thyme for picking up key scancodes instead of the character produced by a key?
My highscore with the new bonus retention scoring rule is 14744.
Thanks!
Thanks! Glad you enjoy it!
jon_joy_1999, I'm thrilled to hear someone is enjoying it! =D

Aaro that's a pretty awesome score!

I wonder if anyone will ever break 100,000
Go for it dude
danielreynard do you mean to say you got exactly 60,000?
Thanks, Linkage, that's very kind of you, but it's really just a basic rip-off of the Thompson mechanism.

I've tinkered a lot with spring-powered bullets, but I found that rockets give a more consistent recoil impulse.
Thanks for your input, Linkage.

I think we're looking for different things. I'm not too concerned with frequency, etc, I'm using algodoo as a physics simulator to explore firearm mechanics. I want to get away from abstractions as much as possible, such as using springs and thrusters.

As for delayed ignition, that is sort of how shotgun ammunition works. I simplified the code for the powder to make it go immediately to full expansion rather than the slower expansion I used at first, which makes for a more realistic pistol calibre energy development.

Either way, this was my first successful attempt at dialling in powder, bullet mass, recoil spring and bolt mass in such a way as to get the action to cycle and casings to eject.
Thanks!

Not sure what a widget is in this context.
Or how to use it.
Please re-load the scene if you were among the first few to check it out. I had left some junk in that needed removing.

Thanks.
Thx noonan