How come no blood splatters on the walls now when you slam the ragdoll into the wall or shove a giant sledgehammer into it's forehead. There's no blood on the walls or background.
Could you possibly make it so that when loading saves from last session, you could see approximately how long ago they were from? I'm talking about last session saves, not just plain save history.
@ChattenC Read the FAQ. No AI or liquids. You're beating up lifeless ragdolls, and liquids don't run well on his physics engine. They would probably work, but they would be insanely laggy.
Heat transfer really needs to be improved. I covered a ragdoll in tons of 400 degrees Celsius flaming coals and it's temperature had not increase one bit
Needs a toggle relay tool. Trigger the item once, and it goes on continuously until toggled again by the tool. Acts as if linked to a trigger. Also needs a property that causes the item to constantly be triggered.
There's a glitch. Not sure whether it's just my monitor/my vista computer, but sometimes, when moving the "Spawn" menu, all the things such as property, colour, whatever, would become stacked on top of each other, and you would have to go to the next item to fix this. This can be annoying when setting colours. Sometimes though, you would need to refresh the page to fix this.
Try to add a "Lock" and "Unlock" tool. What it basically does is that it locks the item from being dragged, triggered, or modified in any way except for being unlocked. This can help for more specific grouping, and selecting items that have other items on top of them. Etc, there is a circle inside a square. I do not want to move the square, but I can't select the circle because the square is blocking it. I could use the lock tool on the square so that I cannot do anything to the square, and select the circle. Then I can use unlock on the square to be able to select the square again.
I'll look into adding a motor to it at some point. This is the first iteration of the tool just to test the basic functionality and all that first before complicating it further.
I considered that, but opted not to add it in because it'd mostly add novelty value instead of actually being useful. Quite a few of the collision properties for example interfere with each other.
I'll look into adding a motor to it at some point. This is the first iteration of the tool just to test the basic functionality and all that first before complicating it further.