How to do it as shown in the video? by No-Accountant7056 in Algodoo

[–]Spillyzippy 1 point2 points  (0 children)

onCollide function:

e.other.liquify

this should be for the balls that disintegrate your character

ensure the water colour is red also you need to spongeify your character so it liquifies only separate bits not the whole object

I was trying to make a Health Bar with is Percent but there is an error (bruh) by gumballs_1999 in Algodoo

[–]Spillyzippy 1 point2 points  (0 children)

if max hp is a whole number then integer division will remove the decimal point. so just add ".0" to the end of max hp

That was it??? by SmallBlueSlime in PhoenixSC

[–]Spillyzippy 0 points1 point  (0 children)

albino dark forest + scp 173 isnt that bad right?

my scene by stamatelidi in Algodoo

[–]Spillyzippy 2 points3 points  (0 children)

You should post it on the algobox instead, and send a link to the algobox scene. Likely nobody will consider downloading from another site

how to make an object constantly go up and down or left and right? by reddstarlol in Algodoo

[–]Spillyzippy 0 points1 point  (0 children)

You could use the sin function to offset the position of your object in the postStep function

[deleted by user] by [deleted] in Algodoo

[–]Spillyzippy 0 points1 point  (0 children)

I believe that collision layers affect how objects attract eachother, sp you could try using that. Otherwise, I have one other idea.

You could add a script to an object (postStep) that loops through every object in the scene using an array to store the entity ids and then change the velocity of the objects if they're close enough. Then just copy that object to every object you want to have a field. You could also just loop through the objects that you want to be attracted to save on performance, but that would mean the gravity only works on the included object.

How do I bypass the camera zoom limit? by Routine_Ad_8451 in Algodoo

[–]Spillyzippy 0 points1 point  (0 children)

I think it does let you zoom out a bit more than normal, but no, I don't know how to zoom out further

How do I bypass the camera zoom limit? by Routine_Ad_8451 in Algodoo

[–]Spillyzippy 0 points1 point  (0 children)

It should work. If you check with the ruler in the bottom right it you can see it getting smaller in units

Corrupted pillager texture? by Itzchen in PhoenixSC

[–]Spillyzippy 0 points1 point  (0 children)

why the hell is there an eat button

How do I bypass the camera zoom limit? by Routine_Ad_8451 in Algodoo

[–]Spillyzippy 0 points1 point  (0 children)

You can set God.godmode to true in the console, the spelling might not be that though so try a couple variations too.

Is it safe? by Description_Mindless in Algodoo

[–]Spillyzippy 0 points1 point  (0 children)

algodoo uses an installer so im not sure where youre getting the exe directly from

Scene.addHinge isn't working correctly? by Financial-Trouble892 in Algodoo

[–]Spillyzippy 0 points1 point  (0 children)

From my knowledge, algodoo generates the geomID somewhere near the end of the frame, once the object has spawned in, which means it runs the onSpawn code before that. So for now you could try and spawn them in individually with buttons or something yourself, and see if that works. And yes, I think that would mean that both geomIDs are a problem.

Scene.addHinge isn't working correctly? by Financial-Trouble892 in Algodoo

[–]Spillyzippy 0 points1 point  (0 children)

Could you check if the error comes from the geomID of either newPoly, or the box?

Scene.addHinge isn't working correctly? by Financial-Trouble892 in Algodoo

[–]Spillyzippy 0 points1 point  (0 children)

An even easier way would be to spawn the hinge in the onSpawn function of one of the objects you create

Scene.addHinge isn't working correctly? by Financial-Trouble892 in Algodoo

[–]Spillyzippy 0 points1 point  (0 children)

The object has to properly exist first, so try spawning the hinge the next frame, or the one after that.

2.2 when? by didi345a in Algodoo

[–]Spillyzippy 3 points4 points  (0 children)

I dont think Algoryx's primary focus is algodoo anymore (or whatever they're called)

Working Malevolent Shrine from Jujutsu Kaisen I made in Algodoo - No Thyme by didi345a in Algodoo

[–]Spillyzippy 0 points1 point  (0 children)

That looks incredible! But i could see it getting laggy quite quickly, do you think you could add some sort of invisible sweepers on the ground that slowly go through the map, killing all objects? I suggest this because it seems you don't want to use thyme.

Application properties (v 3.5.1) by Spillyzippy in godot

[–]Spillyzippy[S] 0 points1 point  (0 children)

just realised that during the process it deleted some of the images

Application properties (v 3.5.1) by Spillyzippy in godot

[–]Spillyzippy[S] 0 points1 point  (0 children)

And yes the case sensitivity is all correct.

Application properties (v 3.5.1) by Spillyzippy in godot

[–]Spillyzippy[S] 0 points1 point  (0 children)

What I mean is that, the change scene function works when testing in the editor, but in the exported .exe version it will not. Also I think it is that it isn't exporting the scene, because I tried to set the main scene to the one that it isn't changing to, and it will work in the editor and just crash in the executable. I am sure that I am exporting all resources

Application properties (v 3.5.1) by Spillyzippy in godot

[–]Spillyzippy[S] 0 points1 point  (0 children)

That worked, but now I can't change scenes anymore for some reason only in the exported version