Listen kid
Age:19
Age:16
Listen kid Saying that it is RA3 is a bit dicey around here just a piece of advice.I added 'RA3 in Unity' as a pointer towards what I'm doing. If you had done your research on the link I included in the thread you'd quickly notice how I'm listing a few possible names for the project.
Anyways welcome to the forums and hope you enjoy your time here.
This reminds me so much of Bamzooki it's unreal. The height, width and length sliders, the flat textured area for testing, it's so similar. Did you base some of it on that?I've been lurking around for a while but no, I haven't based it on anything besides the original RA2. As of right now I'm not spending much effort on the menu layout. I'm just trying to get something playable up as quick as possible. And for the chassis idea, yes it seems very possible to create a solid chassis out of metal bars, however I'm not sure about how I'm going to handle deformations and parts falling off yet - but it's definitely on the checklist!
Anyway, so far it looks interesting, but obviously it's early days so I won't give any proper judgement on it. It is promising, however.
As for the metal bars idea, if that would allow for more realistic deformation of the chassis, and even baseplate components being torn out in combat, then go for it.
Anyway, looks like a nice start to something that could be pretty cool if it ever gets finished.Finished? I doubt it'll ever be. I imagine it as a continuous project that will never really "finish".
Sure looks promising. There are about a billion things I could request, but may I ask, have you taken a look at this canned project named BotApp? It was released sometime around 2008-2009 before the author lost the source code. It may give you a few pointers on how to get the physics to work. https://gametechmods.com/files/botapp0_1.zip (https://gametechmods.com/files/botapp0_1.zip)Ah yes. As a matter of fact I just played it before creating this thread. However, Unity has its own built-in physics engine so i'll be using that as a starter. Here's a demo of what it's capable of. http://www.edy.es/dev/vehicle-physics/live-demo/ (http://www.edy.es/dev/vehicle-physics/live-demo/)
This looks awesome! Are there going to be any new advancements in chassis shaping, such as dare I say it cutoff wedges?I have been thinking about a completely different approach. Something like this: http://b.vimeocdn.com/ts/718/634/71863446_640.jpg (http://b.vimeocdn.com/ts/718/634/71863446_640.jpg)
Cutoff wedges?(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Dude, this looks Sic.
Cutoff wedges?(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
Thanks, man. I might expand on the design a bit actually, I think I could be onto something.That's a pretty sweet 90 sec paint bot.Cutoff wedges?(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
It's definitely looking good so far- if a finished product is made, I bet it'll be fantastic.Thanks, man. I might expand on the design a bit actually, I think I could be onto something.That's a pretty sweet 90 sec paint bot.Cutoff wedges?(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
Enter it in ARC :dumb)Cutoff wedges?(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
As it would have helped, yup.It's definitely looking good so far- if a finished product is made, I bet it'll be fantastic.Thanks, man. I might expand on the design a bit actually, I think I could be onto something.That's a pretty sweet 90 sec paint bot.Cutoff wedges?(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
You made that for the sole purpose of showing what a cutoff wedge is?
This looks awesome! Are there going to be any new advancements in chassis shaping, such as dare I say it cutoff wedges?What id love to see is a Sketchup style interface for the chassis.
Okay.Thanks, 'preciate it.
Around here, jumping into an engine, doing a few things, posting it and calling it RA3 has been repeated like no one's business. And usually, they miss the mark by many miles. So, on behalf of anyone who gives you crap for taking a stab at this, I apologize.
This shows serious promise and I hope you keep at it, fight for it. With this kind of work, you don't deserve taking any negative crap that people spew out. Again, keep working at it, and welcome to the forums.
'General Generic'... I like it. Would fit nicely as a starter bot.Cutoff wedges?(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
I could use some back up from you guys as well as ideas and perhaps models. Also what do you think of constructing your chassis out of metal bars instead of the solid 'box' you have in RA2?
I could use some back up from you guys as well as ideas and perhaps models. Also what do you think of constructing your chassis out of metal bars instead of the solid 'box' you have in RA2?
if you want cad models i can help. i have autodesk inventor and i think i can export stuff as 3d models with fusion.
i like the idea of building the frame out of bars instead of a RA2 box.
I could use some back up from you guys as well as ideas and perhaps models. Also what do you think of constructing your chassis out of metal bars instead of the solid 'box' you have in RA2?
if you want cad models i can help. i have autodesk inventor and i think i can export stuff as 3d models with fusion.
i like the idea of building the frame out of bars instead of a RA2 box.
Do you do textures as well? I'm not so sure about cad files but if you can export to something like .3ds it could work.
I was thinking a metal bar in this style (https://www.onlinemetals.com/prodimg/pichrsqt.jpg). It'd have to be cube sized (equal sides) and then I'd have the user stretch them to the desired length for full customizability.
Other than that I need all the basic things. You know, motors, wheels, batteries, control chips etc.
Negative. I have only blender which I can barely use.
I could use some back up from you guys as well as ideas and perhaps models. Also what do you think of constructing your chassis out of metal bars instead of the solid 'box' you have in RA2?
if you want cad models i can help. i have autodesk inventor and i think i can export stuff as 3d models with fusion.
i like the idea of building the frame out of bars instead of a RA2 box.
Do you do textures as well? I'm not so sure about cad files but if you can export to something like .3ds it could work.
I was thinking a metal bar in this style (https://www.onlinemetals.com/prodimg/pichrsqt.jpg). It'd have to be cube sized (equal sides) and then I'd have the user stretch them to the desired length for full customizability.
Other than that I need all the basic things. You know, motors, wheels, batteries, control chips etc.
i love the metal bar idea. you should do the same for armor panels too.
do you have 3dsmax? apparently it can import .ipt and .iam files from inventor
(https://gametechmods.com/uploads/images/97868Unavngivet.png)Cutoff wedges?(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
Motors can now be moved around or removed after being placed.Sounds good, it always irritated me slightly that I couldn't move motors around once placed in RA2. I got used to it eventually, but it would be a welcome change :)
If everything goes according to plan you'll be able to construct pretty much any chassis you can dream of from Fairyweight to Super Heavy Weight. It'll be up to you to replicate the rl robots. The biggest bump in the road however will be saving your bots since Unity does not have a built in feature to do this. So expect multiplayer before bot savingMotors can now be moved around or removed after being placed.Sounds good, it always irritated me slightly that I couldn't move motors around once placed in RA2. I got used to it eventually, but it would be a welcome change :)
I know this is a really long way down the line, but are you considering having replicas of real life robots in the game? I'd love to see some real robots made with slightly more realistic physics and/or destruction. (like I said, I know this is a long time away)
I could try my hand at Inventor modelling if you guys want.Please do. I need mainly batteries, motors and wheels at this point. Realistic or not It doesn't matter right now. The components you see in the demo are all ripped from some 3D archive, and they are natively much larger than they should be, which proves some difficulties in-game.
Alright.. I'm no expert builder - but how do you like the new chassis builder? Feedback greatly appreciated.
(https://gametechmods.com/uploads/images/62075rubutisverrgudyes.png)
It's hard to say much about the chassis builder without seeing the process of building that chassis, but the end product is certainly a lot more complex shape than what RA2 was capable of, and that is an accomplishemntSeeing it? How about trying it for yourself (https://dl.dropboxusercontent.com/u/10497181/ProjectRobot/ProjectRobot.html)
Takes a little getting used to, but it works really well. Awesome work :)It already does use an attachment system similar to RA2, however I just added endpoints, so you can now constraint a metal bar between two points without having to fiddle with the settings. Furthermore I added the ability to hold shift / control to rotate pitch and yaw quickly. If this wasn't what you meant, please elaborate.
One thing is it's kinda difficult to get the parts to go where you want sometimes. Maybe you could use an attachment point system, similar to extenders in RA2?
This looks amazing. The variation which can be done with this is phenomenal - and the fact that you are doing all of this for such a niche community is fantastic. I commend you, good sir.Thank you :) - Hopefully the community will grow when I release a finished version.
This looks great. Pretty fun to finally be able to do things that I couldn't for so long. The thing I would suggest you try getting in there is an undo button. I would constantly mess up one thing and the whole frame would be ruined and I'd have to start over.I should probably include some instructions soon, but there already is a functional 'delete' feature by simply selecting a part and clicking delete button. Unfortunately it doesn't clean up 'floating' parts just yet, so you'll have to delete them manually from one end to another.
My problems were mostly fixed by the most recent update. Feel free to ignore that suggestion.Takes a little getting used to, but it works really well. Awesome work :)It already does use an attachment system similar to RA2, however I just added endpoints, so you can now constraint a metal bar between two points without having to fiddle with the settings. Furthermore I added the ability to hold shift / control to rotate pitch and yaw quickly. If this wasn't what you meant, please elaborate.
One thing is it's kinda difficult to get the parts to go where you want sometimes. Maybe you could use an attachment point system, similar to extenders in RA2?
how is the damage calculated in unity? are there points on every component that specify how much damage that component deals or is damagr dealt by pure force? if force is the factor: is there a way to impliment an extra lab for component creating? so you can create coustom flipperarms etc?There is no built-in damage calculator, it's all up me to make it. Do you know how it works in RA2 - are there any difference between blunt and sharp weapons? And sure, a simple configurable wedge shouldn't be too hard.
There's a limit to how precise you can be on a slider if there's too many increments, but i'll think of something.My problems were mostly fixed by the most recent update. Feel free to ignore that suggestion.Takes a little getting used to, but it works really well. Awesome work :)It already does use an attachment system similar to RA2, however I just added endpoints, so you can now constraint a metal bar between two points without having to fiddle with the settings. Furthermore I added the ability to hold shift / control to rotate pitch and yaw quickly. If this wasn't what you meant, please elaborate.
One thing is it's kinda difficult to get the parts to go where you want sometimes. Maybe you could use an attachment point system, similar to extenders in RA2?
New suggestion, though, is it possible to have the length slider going in smaller increments?
how is the damage calculated in unity? are there points on every component that specify how much damage that component deals or is damagr dealt by pure force? if force is the factor: is there a way to impliment an extra lab for component creating? so you can create coustom flipperarms etc?There is no built-in damage calculator, it's all up me to make it. Do you know how it works in RA2 - are there any difference between blunt and sharp weapons? And sure, a simple configurable wedge shouldn't be too hard.
What you've done with this is great so far, do you have any plans to allow sheets to be added as chassis parts as well as the tubing available in the alpha?The plan is to make sheets hold all the components like the flat surface in RA2. However, in this game, you'll be able to add as many sheets as the structure allows. You'll even be able to make a katamaran style robot and attach components to both sides.
I'll need to find a way to prevent extreme damage from getting rammed by a spam of spikes.how is the damage calculated in unity? are there points on every component that specify how much damage that component deals or is damagr dealt by pure force? if force is the factor: is there a way to impliment an extra lab for component creating? so you can create coustom flipperarms etc?There is no built-in damage calculator, it's all up me to make it. Do you know how it works in RA2 - are there any difference between blunt and sharp weapons? And sure, a simple configurable wedge shouldn't be too hard.
Piercing weapons tend to do much more damage than blunt force weapons in RA2, except for sawblades, which tend to do almost nothing.
But if you're trying to make a new platform for a robot game, I wouldn't go by the exact way damage currently works in RA2. RA2's physics are realistic enough, but we tend to have many unrealistic situations. We are actually currently trying to mod RA2 to make the weapons more realistically balanced in the amount of damage they deal.
it appears you can`t build multibots :(As of right now, clicking the 'test' button places all pipes on the field into a single body, regardless of them touching or floating. Multibots are simply not possible with the current system. Besides, don't multibots go against the spirit of robot battling? :)
(https://gametechmods.com/uploads/images/11627Multibot.jpg)
don`t know... but having multibots would be great sometimes in ra2. So is having a 6 way battle. but I guess that`s more possible to do6 Way battle will indeed be possible. I'm estimating a max of 20 players being able to play together on a steady internet connection, but I'll strive to keep it as limitless as possible.
we could have a showcase for some designs but maybe start it later when some things have been added (https://gametechmods.com/forums/Smileys/gtm/wink.gif)I'm not sure exactly how I'd make a realistic crusher. They won't be available until somewhere late in the development (unless something magical happens. can't exclude that)
edit:
is it possible to make crushers stay in one possition much like servos in ra2 but less crappy?
Game Over?Dude.
It´s just what it said on indieDB. I was wondering why. nothing more. nothing lessYeah thats what I was wondering too. Apparently those candylickers over at Indiedb have some secret grudge against the project, so I sent them a nice tidy message requesting them to reconsider.
It´s just what it said on indieDB. I was wondering why. nothing more. nothing lessYeah thats what I was wondering too. Apparently those candylickers over at Indiedb have some secret grudge against the project, so I sent them a nice tidy message requesting them to reconsider.
They may not like that it's not it's own .exe yet.
The downloadable .exe will be released on Indiedb (http://www.indiedb.com/games/scrapmatch) as soon as it finishes authorization.
I decided to try out the latest version, and that chassis builder is spot on. Will a chassis design take into account things like strength and rigidity for the chassis as a whole, or will each cross-member be an individual part that could be damaged/broken/cut?I'm not so sure yet. As a start, chassis health will be a product of thickness, material and total weight. From that point I might update it continually as my skill improves.
sounds good. hope invertibility will be added :PI'll think of something for the step size for the next update. I have an idea how to make wiring effectively fast. Invertibility is indeed possible
is there a way to have smaller steps in rotating stuff? and could you add the degree on how much the bars have been rotated? would be easier to check if the chassis is symetrical.
The chassis builder doesn't seem to work for me, i try adding in a new part but it disappears if i try to add anything to it or go into any other tab. also when i name my bot the game just comes up with the robots file directory and doesn't show it's actual name.That sounds very weird. Are you sure you're doing it correctly? When clicking 'New Part' then hovering the mouse over a pipe it will seem attached, but actually won't be untill you have clicked on it. If this doesn't work, try hitting backspace while in the chassis builder. It shows you all corner- and end-points on the chassis. See if you can find anything mischievous on the new pipe (floating endpoints, missing endpoints).
But from when i played one of the previous versions i think that this is going to be a great game when it is finished.
I can't understand why Indiedb might have a grudge.
When i open up the robot builder, unlike v0.01, i don't get a default chassis i just get a blank space. when i click new part, a small rod appears but i can't do anything with it. if i try to click somewhere to put it into place the rod just disappears. Also i can't edit the bar either, it doesn't give any settings to change the length or the yaw or anything like that.Alright. I'll see if i can fix that for next time. For now, you can download the attached .txt file (which is basically the default bot frame save file) and place it in Scrapmatch/Scrapmatch_Data/Teams/Teamname/
I just tried the default bot you sent me AND a robot i made v0.01. But the chassis doesn't appear in the bot editor. it's just a blank space. Also the back button doesn't work either. It just gets rid of some of the buttons.Alright, good to know.
EDIT: I don't know if this has anything to do with it, but when i first tried to run v0.04, it crashed. but it was okay loading after that one time.
EDIT2: okay this is really weird, but i reinstalled v0.04 and everything worked fine.
is this still going on?Sure is. I'm currently working on a minor project to practice networking, but after that i'll start experimenting with scrapmatch multiplayer. (and add a few more features such as battery and basic damage system)
awesome!If by 'botlab' you mean the robot workshop - yes indeed. I'm currently redoing it all after realizing that my savefile system was horrible. It's going to be more like the original from RA2 but still with the added flexibility. I'm also trying to fix up some music and sounds for the next release which won't be anytime soon.
I love the underground graffity look of that. looks like something from the 90ies where Robot Combat has its origins. Are there updates on the botlab?
how much can you change in step 2? is it like in RA2 or can you do more complex shapes?Exactly the same as in ra2 except for the addition of chassis thickness and material. When you click 'Finished' you'll have just as much control as you did previously in Scrapmatch. I'm aiming to make it more userfriendly though. The previous setting with the HUD scrollbars was not very optimal.
How is armour plating going to be done? Will it be automatic? Because it if it is, it may have an issue with more complex shapes, such as if the chassis is concave.You're absolutely right. Because of the customizability of the chassis it won't be possible to automatically apply plates. My idea is that you select 3-4 points to use as corners for a plate. I'm open for suggestions.
Pretty much one of the first models I've ever done myself.Pretty close, other than no switches on top, and the sticks are too tiny.
Can some RL roboteer tell me if I missed something?
(https://gametechmods.com/uploads/images/93220rc controller render.png)
Not all Transmitters have switches on the top, one of mine doesn't.Pretty much one of the first models I've ever done myself.Pretty close, other than no switches on top, and the sticks are too tiny.
Can some RL roboteer tell me if I missed something?
(https://gametechmods.com/uploads/images/93220rc controller render.png)
I've only just seen this thread and OMG dude! EpicnessI am aware of the switches. I thought they were kinda ugly so I made flat gamepad styled buttons instead. If they're necessary I can easily add them.
anyway, I've seen the controller online and there's just one teeny thing left- on the controller in the top-right corner on the side it has this some sort of switch, but I don't think its necessary. Apart from that, I think its pretty accurate
looks great but what exactly is the remote good for?Controlling your robot.
I'm comming from the RA2 way of thinking that's why I ask. You never really needed a component.I haven't planned on doing storymode nor AI. Neither are required for the game to fulfill its purpose and it'd take large amounts of work to implement either of them. But who knows. Maybe I'll add it once the main game is complete.
Oh by the way.. will you include some kind of storymode?
Awesome!"round" does not exist in the computer world. However if you just fiddle around enough to create a dodecagon or better I'm sure you could fake it. Furthermore the savegame files are pretty easy to edit manually, enabling you to perfect your circle through math. ... alright ... you know what. I'm going to add a 'make circular' option just for you. Happy?
Will round shapes be possible too? and if so will those support this armour type of thing
Awesome!"round" does not exist in the computer world. However if you just fiddle around enough to create a dodecagon or better I'm sure you could fake it. Furthermore the savegame files are pretty easy to edit manually, enabling you to perfect your circle through math. ... alright ... you know what. I'm going to add a 'make circular' option just for you. Happy?
Will round shapes be possible too? and if so will those support this armour type of thing
(https://gametechmods.com/uploads/images/20370c345ffdaea28460d0a048dc9ec24eae.png)Looks great. You should add a "toggle chassis" feature where you can toggle whether you can see the chassis or not.
Dude.... This looks SO potential for a Robot Arena 3 game... I wish you best of luck with this!
What does it require of a game to be worthy of the 'RA3' title, And how is the distribution method relevant?Dude.... This looks SO potential for a Robot Arena 3 game... I wish you best of luck with this!
And I think you're over exaggerating way too much.
I'm not going to deny that this is quite good design, beyond my capabilities if I tried, but is this going to be a random downloadable game, a game that'll be on Steam Greenlight/Xbox Live Arcade or what? Because it's a nice project and all, but people calling it RA3 are going way overboard with this.
Still, best of luck I guess.
It doesn't matter.What does it require of a game to be worthy of the 'RA3' title, And how is the distribution method relevant?Dude.... This looks SO potential for a Robot Arena 3 game... I wish you best of luck with this!
And I think you're over exaggerating way too much.
I'm not going to deny that this is quite good design, beyond my capabilities if I tried, but is this going to be a random downloadable game, a game that'll be on Steam Greenlight/Xbox Live Arcade or what? Because it's a nice project and all, but people calling it RA3 are going way overboard with this.
Still, best of luck I guess.
because ra2 is widely known, widely played and Gabriel entertainment is still making tons and tons of money off of it, right?Dude.... This looks SO potential for a Robot Arena 3 game... I wish you best of luck with this!
And I think you're over exaggerating way too much.
I'm not going to deny that this is quite good design, beyond my capabilities if I tried, but is this going to be a random downloadable game, a game that'll be on Steam Greenlight/Xbox Live Arcade or what? Because it's a nice project and all, but people calling it RA3 are going way overboard with this.
Still, best of luck I guess.
What does it require of a game to be worthy of the 'RA3' title, And how is the distribution method relevant?Dude.... This looks SO potential for a Robot Arena 3 game... I wish you best of luck with this!
And I think you're over exaggerating way too much.
I'm not going to deny that this is quite good design, beyond my capabilities if I tried, but is this going to be a random downloadable game, a game that'll be on Steam Greenlight/Xbox Live Arcade or what? Because it's a nice project and all, but people calling it RA3 are going way overboard with this.
Still, best of luck I guess.
What does it require of a game to be worthy of the 'RA3' title, And how is the distribution method relevant?Dude.... This looks SO potential for a Robot Arena 3 game... I wish you best of luck with this!
And I think you're over exaggerating way too much.
I'm not going to deny that this is quite good design, beyond my capabilities if I tried, but is this going to be a random downloadable game, a game that'll be on Steam Greenlight/Xbox Live Arcade or what? Because it's a nice project and all, but people calling it RA3 are going way overboard with this.
Still, best of luck I guess.
If you're going to call this project RA3 when you haven't completed alpha yet, then you have very lofty expectations.
Distribution method matters because of monetization/intentions of the game.
What does it require of a game to be worthy of the 'RA3' title, And how is the distribution method relevant?Dude.... This looks SO potential for a Robot Arena 3 game... I wish you best of luck with this!
And I think you're over exaggerating way too much.
I'm not going to deny that this is quite good design, beyond my capabilities if I tried, but is this going to be a random downloadable game, a game that'll be on Steam Greenlight/Xbox Live Arcade or what? Because it's a nice project and all, but people calling it RA3 are going way overboard with this.
Still, best of luck I guess.
If you're going to call this project RA3 when you haven't completed alpha yet, then you have very lofty expectations.
Distribution method matters because of monetization/intentions of the game.
He didn't say this was going to be Robot Arena 3.
And why do you seem so opposed to this game?
If you're going to call this project RA3 when you haven't completed alpha yet, then you have very lofty expectations.I never did. The community did. And I feel honoured that they did.
Distribution method matters because of monetization/intentions of the game.Who says I'm going to take money for it?
He seems to be accepting of the title.You bet I am. However Scrapmatch remains as the official name.
I'm not opposed, I'm merely being realistic about a one-man project being so successful that it will become RA3.One-man project? I have the entire Unity Team keeping the project together. I'm merely directing it.
Quote from: That Robot is a Spy!Distribution method matters because of monetization/intentions of the game.Who says I'm going to take money for it?Quote from: That Robot is a Spy!He seems to be accepting of the title.You bet I am. However Scrapmatch remains as the official name.Quote from: That Robot is a Spy!I'm not opposed, I'm merely being realistic about a one-man project being so successful that it will become RA3.One-man project? I have the entire Unity Team keeping the project together. I'm merely directing it.
Relax. The new alpha is almost ready.
RA3 is the closest comparison to Scrapmatch.
Now quit your b*tching.
RA3 is the closest comparison to Scrapmatch.
Now quit your b*tching.
I don't think you understand what cautious optimism is.
RA3 is the closest comparison to Scrapmatch.
Now quit your b*tching.
I don't think you understand what cautious optimism is.
I don't think you know what shutting up is.
I'm now intrigued as to how deep this is going to be. Is this going to be used for backgrounds/test labs only, or are we going to have to drill our own chassis pieces?As for now it's only a prop for the 'lab' but it might have more interesting uses later on.
Just keep in mind that the more 3D models that the game will have to load, the better computer the player is going to have to have. Also keep in mind that most of the people showing interest in this are players of a game from 2003 and most of their computers are sub-par or below when it comes to today's standards.I am well aware of this, but thanks for pointing it out. To counter this issue I've created several versions of most models with different levels of detail. I'm building the game on a pretty new machine, but when I release the alpha (hopefully somewhere next month) I'll need you guys to tell me about your experiences (lag, bugs, crashes) etc so I can try to adjust everything so that even an old xp/94 can run it with a reasonable framerate.
Just keep in mind that the more 3D models that the game will have to load, the better computer the player is going to have to have. Also keep in mind that most of the people showing interest in this are players of a game from 2003 and most of their computers are sub-par or below when it comes to today's standards.I am well aware of this, but thanks for pointing it out. To counter this issue I've created several versions of most models with different levels of detail. I'm building the game on a pretty new machine, but when I release the alpha (hopefully somewhere next month) I'll need you guys to tell me about your experiences (lag, bugs, crashes) etc so I can try to adjust everything so that even an old xp/94 can run it with a reasonable framerate.
I've been coping with an old xp laptop for ages, I know what it's like to be in that position.
I'll be able to do the same, my laptop struggles to run ra2 at decent framerates but my desktop can run pretty much anything.I will definitely make sure to get some feedback to you when it comes to that. My desktop runs XP, but it still holds it's own with anything that isn't insanely detailed. And my laptop runs Windows 7, but is kind of lacking when it comes to RAM. I can give you feedback from a couple of different aspects.Just keep in mind that the more 3D models that the game will have to load, the better computer the player is going to have to have. Also keep in mind that most of the people showing interest in this are players of a game from 2003 and most of their computers are sub-par or below when it comes to today's standards.I am well aware of this, but thanks for pointing it out. To counter this issue I've created several versions of most models with different levels of detail. I'm building the game on a pretty new machine, but when I release the alpha (hopefully somewhere next month) I'll need you guys to tell me about your experiences (lag, bugs, crashes) etc so I can try to adjust everything so that even an old xp/94 can run it with a reasonable framerate.
I've been coping with an old xp laptop for ages, I know what it's like to be in that position.
This is seriously, seriously good.Remember to post pics if you make something cool.
This is seriously, seriously good.Remember to post pics if you make something cool.
Thank you for the awesome feedback. Cool bot too.This is seriously, seriously good.Remember to post pics if you make something cool.
After tinkering around with it for 20 minutes, I made this:
(http://i.imgur.com/IZtWSnU.png)
For an alpha, and for the game that's only spent (a few weeks, I guess?) in development, this is extremely well done so far. My only gripes with it at the moment are the lack of ability to build diagonal pipes, and that the shadows are a little messed up on the panels. Some colour/texture options per panel would be appreciated also, but considering it's early days for the game, I'll just sit back and see where it goes.
So far, I'm very impressed. I can't wait to see a finished version someday, and hopefully a budding community for it. You keep on rockin', Sic!
EDIT: Being able to adjust each pipe's thickness individually would be an added bonus also, but considering the colour,shading and diagonal requests up there, I'm totally cool with waiting for it. Overall, this game has awesome amounts of potential, and I can't wait.
Thank you for the awesome feedback. Cool bot too.This is seriously, seriously good.Remember to post pics if you make something cool.
After tinkering around with it for 20 minutes, I made this:
(http://i.imgur.com/IZtWSnU.png)
For an alpha, and for the game that's only spent (a few weeks, I guess?) in development, this is extremely well done so far. My only gripes with it at the moment are the lack of ability to build diagonal pipes, and that the shadows are a little messed up on the panels. Some colour/texture options per panel would be appreciated also, but considering it's early days for the game, I'll just sit back and see where it goes.
So far, I'm very impressed. I can't wait to see a finished version someday, and hopefully a budding community for it. You keep on rockin', Sic!
EDIT: Being able to adjust each pipe's thickness individually would be an added bonus also, but considering the colour,shading and diagonal requests up there, I'm totally cool with waiting for it. Overall, this game has awesome amounts of potential, and I can't wait.
The game has been under development for about 3 months if I remember correctly, but it's a one-man show and I've got school as well. I did not implement diagonal pipes, because it'd interfere with the current point-and-click system, instead, as you probably know, build two pipes, connect their endpoints with a third and remove the first two to get a diagonal one.
As for the colour, it's already planned. However, I've seen a lot of requests regarding colour, so it might come soon.
The panels are still in early alpha. The problem here is I have to generate plate models at runtime. It is indeed up for improvement at a later point.
I'll try to think of something.Thank you for the awesome feedback. Cool bot too.This is seriously, seriously good.Remember to post pics if you make something cool.
After tinkering around with it for 20 minutes, I made this:
(http://i.imgur.com/IZtWSnU.png)
For an alpha, and for the game that's only spent (a few weeks, I guess?) in development, this is extremely well done so far. My only gripes with it at the moment are the lack of ability to build diagonal pipes, and that the shadows are a little messed up on the panels. Some colour/texture options per panel would be appreciated also, but considering it's early days for the game, I'll just sit back and see where it goes.
So far, I'm very impressed. I can't wait to see a finished version someday, and hopefully a budding community for it. You keep on rockin', Sic!
EDIT: Being able to adjust each pipe's thickness individually would be an added bonus also, but considering the colour,shading and diagonal requests up there, I'm totally cool with waiting for it. Overall, this game has awesome amounts of potential, and I can't wait.
The game has been under development for about 3 months if I remember correctly, but it's a one-man show and I've got school as well. I did not implement diagonal pipes, because it'd interfere with the current point-and-click system, instead, as you probably know, build two pipes, connect their endpoints with a third and remove the first two to get a diagonal one.
As for the colour, it's already planned. However, I've seen a lot of requests regarding colour, so it might come soon.
The panels are still in early alpha. The problem here is I have to generate plate models at runtime. It is indeed up for improvement at a later point.
Cheers for the feedback on the bot - It's a lot easier to design intricate bots in this rather than DSL, But DSL has quite the significant speed advantage - I've got a few ideas that might speed designing in ScrapMatch up:
1) Diagonal Pipes
2) Attachment points midway down a pipe, so that I don't have to create a 35cm pipe to get into the middle of a 70cm pipe
The current diagonal system works, but it could be bettered - I'm cool with working with the way it is until an alternative comes, though.
I get your problem with the panels, and I'm pretty cool with it - maybe being able to create a panel from 4 points as well as 3 might be able to streamline it? I'm not really sure, I ain't a games designer, I've just got ideas.
Anyway, what you've got so far is awesomely awesome. Everyone on GTM is backing you, dawg. Keep up with it, and I'll try to help in any way I can - probably won't be able to do much, maybe chip in a few textures or a few arena ideas here and there.
Keep working at it, man. You're gonna go places.
I was just going to ask, when it does reach the full game, which I know is quite sometime, what will you do? Will you carry on adding on updates? Maybe put this on different gaming devices cause I'm pretty sure that lots of robotics or technology fans will love this game, I'm just intrigued,Actually I just got myself an Android tablet. Yeah I guess I'll port it to tablets at some point, and on phones as well if they can handle it. I will definitely keep updating with official updates while keeping it as moddable as possible. I'm not sure yet, but I hope I can add some opensource code for the components so that whoever wants to can start adding to the game at next alpha.
anyway about the game, this is looking awesome and only is still in alpha, honestly I really like where this will go :mrgreen:
Imagine this on Vita as an indie game. I would cry of awesomeness.Ehh you're welcome to donate me a Vita and I'll do my best
ok ive downloaded it now and its awesome work. i opened a server lolRemember that you need to forward port 29791 if you want to host a public server
Also Sic I discovered while making these things a few things that need fixing on the game:I assume you're talking about the 2D design blueprint when you make a new bot. Its not really that its hard to implement or anything, i just didn't bother doing it last time. I'll note it down for the next alpha.
You can't change chassis points so you have to start over
You can't back out of most menusIf you're talking about the main menu, there's a small 'main menu' button in the lower left side when you're in TeamHQ or Multiplayer menu for example. I know it's small, but the main menus are still at a very early point. I might remake them at next alpha.
When you create more than 1 bot in 1 team they all share the same chassisWell there's something I didn't notice. A temporary fix is to rename the bot in Overview menu and save it with a new name to create a copy. Then you can open the copy and click 'scrap & start over' in Overview menu.
But apart from that:Thank you, I appreciate your support and feedback. Stick around :)
Really like how the metal beam system works, it's just really easy to create something.
love the main menu and the dart throwing as well as moving the camera according to your mouse
Really enjoying this, I'm really loving it so far
Also Sic I discovered while making these things a few things that need fixing on the game:I assume you're talking about the 2D design blueprint when you make a new bot. Its not really that its hard to implement or anything, i just didn't bother doing it last time. I'll note it down for the next alpha.
You can't change chassis points so you have to start overYou can't back out of most menusIf you're talking about the main menu, there's a small 'main menu' button in the lower left side when you're in TeamHQ or Multiplayer menu for example. I know it's small, but the main menus are still at a very early point. I might remake them at next alpha.When you create more than 1 bot in 1 team they all share the same chassisWell there's something I didn't notice. A temporary fix is to rename the bot in Overview menu and save it with a new name to create a copy. Then you can open the copy and click 'scrap & start over' in Overview menu.But apart from that:Thank you, I appreciate your support and feedback. Stick around :)
Really like how the metal beam system works, it's just really easy to create something.
love the main menu and the dart throwing as well as moving the camera according to your mouse
Really enjoying this, I'm really loving it so far
(https://gametechmods.com/uploads/images/15891biplane.png)
(https://gametechmods.com/uploads/images/15891biplane.png)
A plane is not a robot
Stahp
You're breaking ht fabric of the universe~
(I'm totally building a Razer replica when I get home, get hyped)
Hey guys. You probably noticed that I haven't been posting any updates for a while, and It's because I've lost interest in the project. I'm really sorry to disappoint you all, but I feel like the project is just dragging me down to boredom whenever I think about it. I hope you can understand. Bye.
Hey guys. You probably noticed that I haven't been posting any updates for a while, and It's because I've lost interest in the project. I'm really sorry to disappoint you all, but I feel like the project is just dragging me down to boredom whenever I think about it. I hope you can understand. Bye.obvious troll is obvious
The download isn't working. I don't know if I missed it, but 404 error keeps popping up...https://gametechmods.com/forums/index.php?action=dlattach;topic=15230.0;attach=4706 (https://gametechmods.com/forums/index.php?action=dlattach;topic=15230.0;attach=4706)
(If you closed it for reasons I don't need to know, sorry for the post. I was just wondering)
I love you (no homo)The download isn't working. I don't know if I missed it, but 404 error keeps popping up...https://gametechmods.com/forums/index.php?action=dlattach;topic=15230.0;attach=4706 (https://gametechmods.com/forums/index.php?action=dlattach;topic=15230.0;attach=4706)
(If you closed it for reasons I don't need to know, sorry for the post. I was just wondering)
This game looks to have SO MUCH potential.Actually I could use some assistance. Progress has been halting for a while since i'm improving my 3D modelling skills
Also do you accept new members to your team?
I suck at scripting ( i script like a 70 years old blind man), but i will ask my friend is he interested, he is beginninger in 3D modeling, but good in scripting(aperantly he has scripted for ca 6-9 years.
In what file format you currently import assets/models to game? I am not sure about how much i can help but i will try my best(its been ages since i used unity, or devloped indie games. (more than 1.5 years)I've tried with .obj models. But really, any file that works would be great. I'm thinking about creating a custom format so I can read it easier, but that'd take ages. I'm already using custom file formats for robot save files.
Aprils fools. Heheh. I'm so funny. Project continues as usual. :)
Nice idea! Is it only going to be for battery packs, or maybe you could have multiple motors with one axle to be like a gearbox? Also will you be able to load your own models?It's going to be the spine in every available component. Everything from motors to flamethrowers to flamethrowing motors will be created in this. However, the main issue is model import. Since Unity does not natively support importing models at runtime, I've tried messing around with a third-party importer which only works 50% of the time, and only when there is no UV layout on the model, which makes it really hard to use. I decided just to scrap that idea. However, I am going to spend a lot of time creating a huge bunch of bits and pieces so that you guys have something to work with.
Really good idea! I guess it'll be easier to add custom components to this thenIndeed it will. The components you make will be stored in simple text files and can be used on your own server.
Just a question, will you be trying to make a piston powered flipper?Piston powered.. perhaps. The mechanism here involves more than one axle point which could prove tricky. I'll give it a shot
name:Pancake motor
cat:2
weight:0.200
desc:Extra large.
preview:preview_pancake_motor
models:pancake_motor?(0.000, 0.000, 0.000)?(0.100, 0.100, 0.100)?(0.000, 0.000, 0.000)
attach:(0.000, -0.010, 0.000)?(90.000, 90.000, 0.000):(0.000, 0.100, 0.120)?(0.000, 0.000, 0.000)
I take it you will add speed & tourque later?Definitely. It'll have the same as RA2, just more.
Is the thickness aesthetic or does it give better armour?Both. You will actually be able to see the chassis becoming thicker as you choose a higher setting
This is looking better and better :) any estimate on when the next version will be up for download?Somewhere next month. Can't say if it's gonna be early or late - depends on the amount of school work I have to do.
So I'm assuming you can pick material and thickness? Or would material be too complicated?Is the thickness aesthetic or does it give better armour?Both. You will actually be able to see the chassis becoming thicker as you choose a higher setting
He's Sic. Nothing is too complicated for Sic.So I'm assuming you can pick material and thickness? Or would material be too complicated?Is the thickness aesthetic or does it give better armour?Both. You will actually be able to see the chassis becoming thicker as you choose a higher setting
This is my new spokesman.He's Sic. Nothing is too complicated for Sic.So I'm assuming you can pick material and thickness? Or would material be too complicated?Is the thickness aesthetic or does it give better armour?Both. You will actually be able to see the chassis becoming thicker as you choose a higher setting
Anyways, I can't wait for this next version. Who knows, we could soon have Scrapmatch showcases on Gametechmods!
I think this is the farthest anyone's gotten on a new robot game :eek:RA2 doesn't even have a frame, and if Scrapmatch didn't there wouldn't be any holes either. The chassis makes the whole difference. Anyway I think I've come up with an idea that works.
Maybe the armor can overlap the frame (more like how an ra2 chassis looks) to close the holes.
Also do you still need the stock ra2 models? I found a fairly easy way to convert them to .obj with notepad++
But RA2's abandonware.I think this is the farthest anyone's gotten on a new robot game :eek:I'm having second thoughts on the whole ra2 stock models thing since this could possibly create some copyright issues.
Maybe the armor can overlap the frame (more like how an ra2 chassis looks) to close the holes.
Also do you still need the stock ra2 models? I found a fairly easy way to convert them to .obj with notepad++
^ On top of that, Infogrames went bust ages ago. There's absolutely nothing they could get you on, so go ahead and do whatever you feel like.As well as Atari who owned them I think
^ On top of that, Infogrames went bust ages ago. There's absolutely nothing they could get you on, so go ahead and do whatever you feel like.Well then. Someone fetch me the models.
(https://gametechmods.com/uploads/images/31193f5560273857d62fe3f843c5a6821f625.png)
Wow, love the menu. It's looking good so far. Maybe at some point a Kickstarter could be in order to try and fund it.that's a solid idea. indie games get funded on kickstarter faster than the cure for cancer. let's get it started!
(https://gametechmods.com/uploads/images/31193f5560273857d62fe3f843c5a6821f625.png)
cool model but less MoBo
more
(http://holmeshobbies.com/images/D/BRXLWP1.jpg)
for "robot controller" shape
wow this cant be serious. awesome! props all up and down my dude. i want to wish you the best of luck and all of the inspiration and motivation i could possibly impart on you. you are incredible!
party on wayne!
when making a "flipper" in game would you be able to make it so it uses co2 or is it still going to use electric?I can make it run on cooking oil if that's what you want.
Looking awesome! Also, that description made me laugh.I've honestly got no idea what to write on those descriptions. If you have a good idea, do tell :p
Looks good, but how will wheels work if nothing can go through chassis?Now I'm no pro builder, but what do you think of this? (the rods for attaching wheels and other components do not collide)
Answers one question but raises another... internal wheels? :PPic2 shows how you'd do internal wheels. You have to actually construct a hole in the bottom of your chassis to allow for wheels to pass through.
I'm just trying to find things to improve honestly, it looks great already.
So... how would weapons work then.Depends on which type of weapon you are talking about. Haven't started planning that part yet though. In the beginning, most will be simple weapons such as spikes, sawblades and flamethrowers.
So... how would weapons work then.
If my opinion is "give only the details we need, and fill the rest of the space with witty descriptions", that would be the second one, right?It's how I voted.
If my opinion is "give only the details we need, and fill the rest of the space with witty descriptions", that would be the second one, right?Exactly
I really don't mind either way. Whatever you feel comfortable with.That'd be the second option. So much research work I won't need to do.
I'm guessing this is a smaller motor of some sort (although I'm probably wrong?)Not sure what your definition of 'small' is, but i'm guessing this one is about 10 cm in length without the rod. Rod.. axle.. stick. What is that thing called anyway?
Looks great.
Holy crap, the bot looks so realistic and compact, the fuel tank looks so realistic as wellWhat'd be the benefit of that drawback? Size, weight, cost, output?
Also, because liPO batteries are so popular nowadays, can you make a game mechanic that if they are hit, they combust, just like in real life?
LiPO batteries have insane power output to their weight, but are made of lithium, so when exposed to air, they combust since they react with the water in the airHoly crap, the bot looks so realistic and compact, the fuel tank looks so realistic as wellWhat'd be the benefit of that drawback? Size, weight, cost, output?
Also, because liPO batteries are so popular nowadays, can you make a game mechanic that if they are hit, they combust, just like in real life?
Alright. Seems like a good strategical addition. Thank for the input.LiPO batteries have insane power output to their weight, but are made of lithium, so when exposed to air, they combust since they react with the water in the airHoly crap, the bot looks so realistic and compact, the fuel tank looks so realistic as wellWhat'd be the benefit of that drawback? Size, weight, cost, output?
Also, because liPO batteries are so popular nowadays, can you make a game mechanic that if they are hit, they combust, just like in real life?
Look online for more details, but that's it in a nutshell
1 ???You don't know the name of your own creation?
Very nice.1 ???You don't know the name of your own creation?
Very nice.Okay smartass you name it1 ???You don't know the name of your own creation?
???Very nice.Okay smartass you name it1 ???You don't know the name of your own creation?
(https://gametechmods.com/uploads/images/967228cdab544e00f70bb512ec41993370c0d.png)
Those shapes that are supposed to be like shapesYou win the poll.
also the answer to the poll is this: something that wasn't quite a chicken laid something that wasn't quite an egg
You know, that would make a really good band name.Those shapes that are supposed to be like shapesYou win the poll.
also the answer to the poll is this: something that wasn't quite a chicken laid something that wasn't quite an egg
(https://gametechmods.com/uploads/images/96063fede52af3daabfa1e64fc62d5d31537f.png)
Release now?
Yes please :):D
Tell me what you think :)I love you (no homo)
how do i remove componentsGo to the components tab, click the component, press R (remove) or 'Delete'
also i made a thing
(https://gametechmods.com/uploads/images/33971help.png)
thankshow do i remove componentsGo to the components tab, click the component, press R (remove) or 'Delete'
also i made a thing
(https://gametechmods.com/uploads/images/33971help.png)
In what file format you currently import assets/models to game? I am not sure about how much i can help but i will try my best(its been ages since i used unity, or devloped indie games. (more than 1.5 years)I've tried with .obj models. But really, any file that works would be great. I'm thinking about creating a custom format so I can read it easier, but that'd take ages. I'm already using custom file formats for robot save files.
its mostly pages like this unfortunately. not much as far as answers go :(
http://us.battle.net/hearthstone/en/forum/topic/9948634904 (http://us.battle.net/hearthstone/en/forum/topic/9948634904)
is this project dead? im going to cryFear not, dear Toast, for I predict that Our Lord and Sic-ior will return someday. If I am wrong, may the Spooky Skeletons eat me alive.
dude NICEI ran into a block regarding Unity's physics system which is why I couldn't finish the game. Yesterday I figured what the issue was and now I'm gonna give Scrapmatch a second chance. This time I'm not going to look at the editor, but rather get some game up and running with known robots like Toro and Hypnodisc. I'll be taking bot requests btw.
glad to see this isn't dead
Barber-ous 2, Tough As Nails, and Sunshine Lollibot.Good suggestions. It will be interesting seeing how the engine will handle those bots.
You should do all the bots that are competing in the BattleBots reboot. I'm sure it'd get you a lot of publicity.How many bots are we talking about here? Also could i in any way run into legal issues using the bots names and designs?