Just a simulation of the Plinko game on The Price is Right. I wanted to do something that simulated gravity and trajectories a bit, and this seemed like a fun thing to try. It works a little better when it's downloaded than online, and I've added comments to the scripts to help people follow what I did. It's not perfect, but it's as far as I care to take it for now, so enjoy and let me know what you think!
http://scratch.mit.edu/projects/DB88/1072034
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It's way too buggy, I suggest you work on it more.

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Common_Sense wrote:
It's way too buggy, I suggest you work on it more.
Hey Common_Sense - This comment isn't terribly helpful in it's present form. Maybe you can be more specific about what bugs you have found - and maybe suggest some fixes? That would be the friendly thing to do
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Paddle2See wrote:
Common_Sense wrote:
It's way too buggy, I suggest you work on it more.
Hey Common_Sense - This comment isn't terribly helpful in it's present form. Maybe you can be more specific about what bugs you have found - and maybe suggest some fixes? That would be the friendly thing to do
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Okay.
Sometimes it goes upwards from the bottom. I doubt that would ever happen.
Sometimes it would start from the left and go to the right without going down.
It gets stuck a lot.
More than once I've had them end up in between spaces.
It'll be slow then fast then slow then fast...
I could go on, but I'm better off listing things it does right
otherwise we'd be here all day.

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Common_Sense wrote:
Paddle2See wrote:
Common_Sense wrote:
It's way too buggy, I suggest you work on it more.
Hey Common_Sense - This comment isn't terribly helpful in it's present form. Maybe you can be more specific about what bugs you have found - and maybe suggest some fixes? That would be the friendly thing to do
![]()
Okay.
Sometimes it goes upwards from the bottom. I doubt that would ever happen.
Sometimes it would start from the left and go to the right without going down.
It gets stuck a lot.
More than once I've had them end up in between spaces.
It'll be slow then fast then slow then fast...
I could go on, but I'm better off listing things it does right
otherwise we'd be here all day.
Thanks for the comments.
1. Sometimes it goes upwards from the bottom ........
If you mean it bounces upward from the yellow zone, then I've never seen it do that. If you mean after hitting one of the bottom pegs, then yes, it sometimes does that.
2. Sometimes it would start from the left ....
I don't know how this could be, since it always starts at the top in the middle of the screen? Sometimes it will go pretty far left or right. That's just because of the way the random numbers come out for the bounce direction.
3. It gets stuck a lot.
I've never seen it get stuck ... ever.
4. More than once I've had them end up between spaces.
Yes, I got lazy on that.
5. It'll be slow then fast, then slow then fast.
I made the ricochets come off at the same speed at which they hit, and they accelerate as long as they are falling. So they will come off faster after they fall further. If the ball reaches its trajectory peak without hitting something, and then hits something shortly after it starts falling again, its speed won't be very high so it won't bounce too fast.
I agree, the physics is not perfect, but I'm pretty happy with the way it turned out for my second program. I might play with it some more sometime, but for now I'm happy to let others try to improve on it.
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Common_Sense wrote:
It's way too buggy, I suggest you work on it more.
Hey, Common_sense: Check out the new version. It's physics-based this time, so the motion is more realistic. The only drawback is that trying to check for collisions with all of those sprites slows things down quite a bit. http://scratch.mit.edu/projects/DB88/1081386
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