Wait...so...if a girl and a boy collide for more than a certain amount of time, it might spawn a child? And the color of that child is closer and closer to the color brown?
I find that the only way to really increase the population is to stir everything around. In this way, I got the population to over 400, and crashed Algodoo when I tried to delete some with the polygon tool.
And why do some, but not all, of the circles have circle cakes?
The two things on the left were in case I had to make the entire thing fit in the red box. The small one could trigger some gizmo that swaps domino magazines, the large one is a, well, magazine. I think. But they are not used in this scene as it is.
I consider myself to be Phundamentalist-Thymechanic, meaning that I usually prove something can be done mechanically before Thyming it to reduce lag, but not always.
@mrmegawarrior's first comment on this scene- Thank you, but no. We do have completely different styles. I just use the default palette, then usually move fixates, hinges, and tracers to front.
@Ravenplucker's last comment- Open the console with ~ or F11.
Type: sim.frequency
Press enter/return.
This shows the current and default values for sim.frequency.
Type: sim.frequency = 10000.
BEHOLD THE LAG.
Hope this helps.
Oh, and this would be even more epic if it was not triggered by destroy key and it was somehow retractable. Maybe angle the top of the stilt bars so they self-align when pushed into the machine hard enough, push them straight down directly from the top and use the ratchet thing to pull them back up.
But still, You, Ravenplucker, are a mechanical genius.
By the way, in a couple minutes I will upload a slightly improved version. Mainly, weirder code, no polygons, and sharply changes materialVelocity when it flips upside-down. Unlike the previous version, which you can hold upside-down if you use a more powerful S-Unit. But, it still spazzez when bumped hard enough.
Also note that I will soon come out with an 8-speed transmission that is completely mechanical and uses all 7 collision layers. I will post the link soon.
I will also put it in a car with some suspension, powered by my Beezlebub II 4-cyl engine. It will only have two motor hinges, both are used as servos.
I take it that "No motors involved" you mean "It uses motors, but only as servos"? Or are your servos in fact powered by the engine, but activated by braking the hinges?
I do dare figure it out. And this is frankly amazing! The engine, I mean. I actually tried to make a collision engine of that sort work myself, and failed.
The walker, however... I've seen better. I raised the thing up, fixated it to the background, and put a tracer on the foot. I saw a crescent-moon shaped coupler curve. And that is far less than ideal for a walker. Much more ideal are those linkages made by Tank2333. This one provides a pretty much exactly ideal coupler curve.
'Cause I've got a great one up my sleeve that doesn't really use gears...
But it's not automatic. Then again, it's not even manual yet either. But I'm closer than I ever have been before, so...
No, actually, it is the thruster. If you follow it with the camera, you will notice that the dark blue box that it spawns upon scene start is gone.
Also, if you start, stop, start again, undo, and start a third time, it will simply not work. Thus proving that undo indeed changes geomIDs and it would be better to re-spawn the dark blue box at every sim step. With a small onCollide script to delete it onCollide, as opposed to using killers.
Doesn't work for me. It seems that the elevators include huge memory leaks- it starts lagging as soon as I set off the first elevator, and it crashed Algodoo twice.
The first attempt, I got crushed by the really big block.
The second attempt, it crashed Algodoo on the second elevator.
The third attempt, it crashed Algodoo on the first elevator.
The fourth attempt never happened.
Surprisingly enough, I did it. I did make each boundary between sections a checkpoint by double-pressing the spacebar, and once, on the green section, something unknown on the sun in that section managed to kick me straight through all of the other levels and landed me on the goal.
After this immensely improbable event, I started over at the green section and managed to complete the rest of the course without teleporting to the goal again.
Yay! The best method of hacking Thyme since the New Method!
Also, could you explain scene.my.PointIsInEllipse? My GUI is spazzing out again (you know what I mean), so I can't really use the box to read off of, so I tried to use the Appearance menu, but I realized that I simply didn't understand the function at all.
I have never played Portal, neither have I seen this K-Scene you speak of.
So, I will follow my own route.
Portals will be circular, with a very obvious arrow for orienting the thing, in the form of the circle cake and an alt-collider.
I prototyped one major and really long spawning code in onCollide using TC42's onCollide function thing. Very helpful- the script box can actually show the whole code. Unlike the console.
Portals of the same color will be linked both ways, except for some one-way ones, where the exit will be darker.
Blue and orange portals will be completely separate.
Aside from the spawn code, the code is all in nested little scene.my.math functions and little bits of onCollide for deleting the ball and calling the spawn function.
I might even make a few levels to go along with it.
EDIT: Done. I posted it as a scene response. It is a level, so there is a solution. And when you find it, you will find it impossible to miss it.
Last edited at 2011/06/10 22:47:50 by Someone Else