2:53 You could use the block "set speed to "speed * friction", the higher the friction variable, the more slippery it will be! (And you won't need the "if" blocks either)
2:29 It would be easier if you used the block: if right arrow key pressed? - if left arrow key pressed? / if up arrow key pressed? - if down arrow key pressed? Instead of the if “key” pressed?
5:59 You can make it more natural if with each bounce that the cube is, its strength becomes less! "Set speed to (0-speed) / bounce" the higher the bounce variable is, the faster the cube will lose the strength to continue bouncing
It may be better to do "0-num" instead of "num*-1" to inverse a number since multiplication takes longer to compute, but it doesn't really matter for a small demo like this. 5:43 You would want a custom block set to run without screen refresh to push out of the wall 6:05 To make it less bouncy, multiply by a number smaller than 0 but greater than -1
for the friction, just set it so that if neither right or left arrow keys are pressed, it sets the speed to (speed) * (friction) and have friction be something below 1 like 0.8
Use collisions monitoring all points. The touching part used is not good. Instead, make all points have their own collision and make a net force of all points for a square.
I wanna make a physics engine but my teacher has a history of accusing people who try of plagiarism due to small similarities between their engine and other tutorials.
heres a simple Lua script use this: local Music1 = game.SoundService.Music1 local Music2 = game.SoundService.Music2 local Music3 = game.SoundService.Music3 local Music4 = game.SoundService.Music4 local Music5 = game.SoundService.Music5 local Music6 = game.SoundService.Music6 local Music7 = game.SoundService.Music1 local Music8 = game.SoundService.Music8 local Music9 = game.SoundService.Music9 local Music10 = game.SoundService.Music10 local Music11 = game.SoundService.Music11 local Music12 = game.SoundService.Music12 local Music13 = game.SoundService.Music13 local ServerHasPlayers = false game.Players.PlayerAdded:Connect(function() if ServerHasPlayers == false then ServerHasPlayers = true Music1:Play() print("Music 1 is Playing") Music1.Ended:Connect(function() Music2:Play() print("Music 2 is Playing") end) Music2.Ended:Connect(function() Music3:Play() print("Music 3 is Playing") end) Music3.Ended:Connect(function() Music4:Play() print("Music 4 is Playing") end) Music4.Ended:Connect(function() Music5:Play() print("Music 5 is playing") end) Music6.Ended:Connect(function() Music6:Play() print("Music 6 is playing") end) Music7.Ended:Connect(function() Music7:Play() print("music 7 is playing") end) Music8.Ended:Connect(function() Music8:Play() print("music 8 is now playing") end) Music9.Ended:Connect(function() Music9:Play() print("music 9 is playing") end) Music10.Ended:Connect(function() Music10:Play() print("music 10 is playing") end) Music11.Ended:Connect(function() Music11:Play() print("music 11 is playing") end) Music12.Ended:Connect(function() Music12:Play() print("music 12 is playing") end) Music13.Ended:Connect(function() Music13:Play() print("music 13 is playing") end) Music5.Ended:Connect(function() Music1:Play() print("Music will now restart") end) end end)