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    You Decide Competition!

    Scheduled Pinned Locked Moved SketchyPhysics
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    • M Offline
      MrPlanet
      last edited by

      ~Anyway, i've made a mario type game with SP2, used physical gears and ran too slow.

      I reject your reality and substitute my own.

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      • P Offline
        Physicsguy1
        last edited by

        Sounds Nice. I have one on my computer that features a full level will all the secret piping and a mushroom that gives health. It's only 600KB, so i might build a whole 10-level game out of it. For Chris: testsetAnimation('anim',frame/30%10) won't work. tried using it alone without any movements, it was just intended to be just a plain animation.

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        • B Offline
          BTM
          last edited by

          I managed to make a walking robot that swings it's arms when walking, but the punch button will still work perfectly anyways, even if it's walking.
          You never realize how complex it is until it's near-completion...
          It will still walk fine without the ball & motor, but it enables it to walk backwards, and a bit faster: it also works as a shock absorber.

          These pictures are from a slightly earlier version, I've now added the ability to shoot a lazer out of it's eye 😎

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          • C Offline
            CPhillips
            last edited by

            Wow! Sounds cool. Look forward to seeing it.

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            • C Offline
              CPhillips
              last edited by

              @unknownuser said:

              Anyway, I have a sprite that does work, but doesn't do anything other than run, run in place, and run backwards. use a joystick. A is jump. Feel free to edit it and post it on the warehouse, because this model was intended to be a building set for my contest. If you wanted to know the contest ends on the first of june.

              Nice start.

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              • P Offline
                Physicsguy1
                last edited by

                I tried setting it to stand in place and jump without running, but i had trails of emitted objects that i don't want. I don't exactly get it. could you help me with it? try moving the white box while running. Some extra trails will appear, but i can't get rid of them.


                mariosprite.skp

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                • P Offline
                  Physicsguy1
                  last edited by

                  I think it has something to do with other emitters. Look at this file. In the beginning, there is a [?] box. hit it, and grab the mushroom that appears. you will have a trail of objects following you. The mushroom was actually an emitter emitting the image. There also is another way to get the trails. Go down the pipe at the beginning of the level, and walk through the purple box and find your way up to the machine gun. press "B" when you are near the machine gun to fire. I'm not sure what is going on, but i can tell that it is linked to other emitters.


                  rpg.skp

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                  • H Offline
                    hobbnob
                    last edited by

                    it's saturday, and physicsguy hasn't reached a conclusion. you need to do so quickly or i will have to decide myself. next time, choose the subject on your own to avoid these things

                    My WIP Thread:Here

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                    • C Offline
                      CPhillips
                      last edited by

                      Nice model Physicsguy! Clever use of 3d to make a 2d game.

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                      • B Offline
                        BTM
                        last edited by

                        I've been trying to make a code that sets a variable to 1 when a key is pressed, but after __ frames will set it back to 0, whether the key is pressed or not. It's just not working so far though πŸ˜’.

                        ... Anyone got any ideas?

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                        • M Offline
                          MrPlanet
                          last edited by

                          Wacov made one for me, its not exactly what you want but....

                          if getVar("two")==0;
                          
                          setVar("repeat",1);
                          setVar("time",0);
                          	
                          elsif getVar("repeat")==1;
                          
                          setVar("time",frame+350);
                          setVar("repeat",0);
                          
                          end;
                          
                          
                          if frame>getVar("time") && getVar("time")>300;
                          
                          #What you want goes here
                          ;
                          
                          end
                          

                          I reject your reality and substitute my own.

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                          • B Offline
                            BTM
                            last edited by

                            D'oh! ( In a Hommer Simpson voice)

                            I forgot you could use 'frame' πŸ˜† I was trying to do it all using onTick, which wasn't working out too well πŸ˜‰

                            ...Now I have a slightly newer problem. Since 'frame' is a dynamic variable, and changes constantly, the script I've been trying to get working won't work.

                            if key("space")==1 then setVar("timer",frame+10);else setVar("timer",0);end;
                            
                            if frame>=getVar("timer") and key("space")==1 then setVar("go",1);else setVar("go",0);end;
                            

                            ... Basically, I need to find a way to get the frame from when key("space") is first pressed. πŸ˜•

                            UPDATE: I found a work-around, it doesn't work exactly as expected, but I think it's better πŸ˜†
                            ... Just wait 'till I'm done πŸ˜‰

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                            • W Offline
                              Wacov
                              last edited by

                              You guys are finally catching up with the scripting! πŸ˜† BTM, I look forward to seeing your game.

                              Oh, and, off topic, I just thought of a way to make a controllable oscillator. Should be ready soon!

                              http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                              • W Offline
                                Wacov
                                last edited by

                                Chris, how are you managing to hide and unhide components using script? There are parts of the script you made that I understand, and parts I don't, but it seems the crucial thing is the 'ent.hidden'. The 'ent' is a variable, but I can't find the point where it was created, nor where it was assigned to any specific item. So, how can I assign variables to components? (With the purpose of hiding/unhiding them on command)

                                http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                                • B Offline
                                  BTM
                                  last edited by

                                  That must be some of the sketchup ruby API scripting he used. You can find at the sketchup website. Here's another example of using the sketchup API:

                                  if slider("foo")>=0.7 then UI.messagebox ('why do that!?');else slider("foo");end;
                                  -NOTE: be prepared to have to force quit/ quit sketchup if you use that code. πŸ˜†

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                                  • C Offline
                                    CPhillips
                                    last edited by

                                    @wacov said:

                                    Chris, how are you managing to hide and unhide components using script? There are parts of the script you made that I understand, and parts I don't, but it seems the crucial thing is the 'ent.hidden'. The 'ent' is a variable, but I can't find the point where it was created, nor where it was assigned to any specific item. So, how can I assign variables to components? (With the purpose of hiding/unhiding them on command)

                                    The code looks like this:

                                    
                                            for ent in $curEvalGroup.definition.entities
                                                if ent.definition.name == name+("%02d"%frame)
                                                    ent.hidden = false
                                                else
                                                    ent.hidden = true
                                                end
                                            end
                                    
                                    

                                    First is this:

                                    $curEvalGroup.definition.entities
                                    

                                    Without going into details, this amounts to a list of every group inside the hero characters group.

                                    for ent in $curEvalGroup.definition.entities
                                    
                                    

                                    This means set to be for every entity (groups in this case) inside the character set variable "ent" to be
                                    that group and then...

                                    if ent.definition.name == name+("%02d"%frame)
                                    

                                    If the "ent" has a certain name then hide or unhide.

                                    ent.hidden=true 
                                    
                                    

                                    Remember "ent" is a Sketchup group and this is how you hide a group using Ruby.

                                    A simpler example:

                                    
                                    if(frame==100)
                                       $curEvalGroup.hidden=true
                                    elsif(frame==200)
                                       $curEvalGroup.hidden=false
                                    end
                                    
                                    

                                    This will hide the object at frame 100 and show it again at frame 200

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                                    • W Offline
                                      Wacov
                                      last edited by

                                      Okay... that will be useful, but now I'm wondering how you changed the evaluation group to something outside the group it was written in πŸ˜„

                                      Is that what the first part of the script is for?

                                      Also, is it possible to change the default SU material of an object using script? Like when you paint a group, any surfaces within with the default paint will change.

                                      http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                                      • B Offline
                                        BTM
                                        last edited by

                                        You can do that through styles, or when using the paint bucket on a default coloured face, hold shift.

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                                        • W Offline
                                          Wacov
                                          last edited by

                                          No, it has to be through script. There must be a way, because plugins are able to change the material...

                                          http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                                          • C Offline
                                            CPhillips
                                            last edited by

                                            @wacov said:

                                            Okay... that will be useful, but now I'm wondering how you changed the evaluation group to something outside the group it was written in πŸ˜„

                                            Is that what the first part of the script is for?

                                            Also, is it possible to change the default SU material of an object using script? Like when you paint a group, any surfaces within with the default paint will change.

                                            I dont know what you mean. I didnt exactly change the evaluation group. "$curEvalGroup" is the group that the code is running on.

                                            You know how you can make one object in SU and make it a component then copy it. Now when you edit one all of them change. That is because there is one object "definition" and 0 or more "instances" of that object. Every group is actually a instance.

                                            $curEvalGroup.definition.entities
                                            

                                            Given an instance ($curEvalGroup) get its definition and then get the entities in that definition.

                                            The first part of the script just gets the x,y,z location of the body.

                                            BTW "$" means global varible in Ruby. You can use the $curEvalGroup but do not and I mean do not try to make new ones. You could mess things up pretty easy.

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