gametechmods

Off-Topic => Games => Game Development => Topic started by: Sic on December 03, 2013, 02:44:48 PM

Title: Scrapmatch
Post by: Sic on December 03, 2013, 02:44:48 PM

NOTICE: Scrapmatch does not have any deadline nor budget. I'm sure either one would help speed up process but I believe we'd all be better served with the actual finished game we never experienced with RA2. Patience is key. Check out the next pages of this thread for screenshots.
Download latest release (v0.30) 21. oct. 2014  (https://gametechmods.com/forums/index.php?action=dlattach;topic=15230.0;attach=5104)

Title: Re: A New Hope (RA3 in Unity)
Post by: playzooki on December 03, 2013, 02:54:49 PM
Cool.

Im asking really nicely for alpha access. Please.  :dumb)
Title: Re: A New Hope (RA3 in Unity)
Post by: Sic on December 03, 2013, 03:07:53 PM
The alpha is up. I'll update the links content whenever there are new features, so the link won't change.
Title: Re: A New Hope (RA3 in Unity)
Post by: RpJk on December 03, 2013, 03:29:55 PM
Listen kid Saying that it is RA3 is a bit dicey around here just a piece of advice.

Anyways welcome to the forums and hope you enjoy your time here.
Title: Re: A New Hope (RA3 in Unity)
Post by: Sage on December 03, 2013, 03:31:46 PM
Looks really cool for just a few days work!
Title: Re: A New Hope (RA3 in Unity)
Post by: Lemonism on December 03, 2013, 03:33:25 PM
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?
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.
Title: Re: A New Hope (RA3 in Unity)
Post by: HurricaneAndrew on December 03, 2013, 03:37:22 PM
Listen kid
Quote from: Sic's Profile
Age:19
Quote from: RPJK's Profile
Age:16

Shut up, RPJK.



Anyway, looks like a nice start to something that could be pretty cool if it ever gets finished.
Title: Re: A New Hope (RA3 in Unity)
Post by: Sic on December 03, 2013, 03:43:02 PM
Listen kid Saying that it is RA3 is a bit dicey around here just a piece of advice.

Anyways welcome to the forums and hope you enjoy your time here.
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.
Also, calling someone a kid despite having no clue who they are or what they're doing isn't nice. But thank you for the welcome.

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?
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.
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, 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".
Title: Re: A New Hope (RA3 in Unity)
Post by: AlexGRFan97 on December 03, 2013, 04:14:59 PM
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)
Title: Re: A New Hope (RA3 in Unity)
Post by: Sic on December 03, 2013, 04:35:17 PM
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/)
Title: Re: A New Hope (RA3 in Unity)
Post by: Badnik96 on December 03, 2013, 04:47:06 PM
Pretty cool stuff. Hope this gets rolling :D
Title: Re: A New Hope (RA3 in Unity)
Post by: Resetti's Replicas on December 03, 2013, 04:59:15 PM
This looks awesome!  Are there going to be any new advancements in chassis shaping, such as dare I say it cutoff wedges?
Title: Re: A New Hope (RA3 in Unity)
Post by: Natef on December 03, 2013, 05:06:44 PM
Cutoff wedges?
Title: Re: A New Hope (RA3 in Unity)
Post by: Sic on December 03, 2013, 05:28:27 PM
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)
Also I just updated the current version. Now you can rotate and move parts up/down with leftShift/leftControl while using mouseWheel. Just made this:
Title: Re: A New Hope (RA3 in Unity)
Post by: GoldenFox93 on December 03, 2013, 07:44:36 PM
Cutoff wedges?
(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
Title: Re: A New Hope (RA3 in Unity)
Post by: MassimoV on December 03, 2013, 07:56:02 PM
Dude, this looks Sic.
Title: Re: A New Hope (RA3 in Unity)
Post by: HurricaneAndrew on December 03, 2013, 07:56:31 PM
Dude, this looks Sic.

Huehuehue
Title: Re: A New Hope (RA3 in Unity)
Post by: Kossokei on December 03, 2013, 08:14:20 PM
Okay.

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.
Title: Re: A New Hope (RA3 in Unity)
Post by: Badnik96 on December 03, 2013, 08:18:55 PM
Cutoff wedges?
(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.

That's a pretty sweet 90 sec paint bot.

But not to get off topic, as long as you follow through with a finished product there shouldn't be many worries about the name.
Title: Re: A New Hope (RA3 in Unity)
Post by: GoldenFox93 on December 03, 2013, 08:23:03 PM
It's definitely looking good so far- if a finished product is made, I bet it'll be fantastic.


Cutoff wedges?
(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
That's a pretty sweet 90 sec paint bot.
Thanks, man. I might expand on the design a bit actually, I think I could be onto something.
Title: Re: A New Hope (RA3 in Unity)
Post by: Natef on December 03, 2013, 08:25:33 PM
It's definitely looking good so far- if a finished product is made, I bet it'll be fantastic.


Cutoff wedges?
(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
That's a pretty sweet 90 sec paint bot.
Thanks, man. I might expand on the design a bit actually, I think I could be onto something.

You made that for the sole purpose of showing what a cutoff wedge is?
Title: Re: A New Hope (RA3 in Unity)
Post by: helloface on December 03, 2013, 08:34:01 PM
Cutoff wedges?
(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
Enter it in ARC  :dumb)
Title: Re: A New Hope (RA3 in Unity)
Post by: GoldenFox93 on December 03, 2013, 08:39:18 PM
It's definitely looking good so far- if a finished product is made, I bet it'll be fantastic.


Cutoff wedges?
(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
That's a pretty sweet 90 sec paint bot.
Thanks, man. I might expand on the design a bit actually, I think I could be onto something.

You made that for the sole purpose of showing what a cutoff wedge is?
As it would have helped, yup.
Title: Re: A New Hope (RA3 in Unity)
Post by: playzooki on December 04, 2013, 01:57:36 AM
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.
Title: Re: A New Hope (RA3 in Unity)
Post by: Sic on December 04, 2013, 05:07:29 AM
Okay.

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.
Thanks, 'preciate it.

Cutoff wedges?
(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
'General Generic'... I like it. Would fit nicely as a starter bot.
Title: Re: A New Hope (RA3 (An attempt to make something similar) in Unity)
Post by: SKBT on December 04, 2013, 10:27:06 AM

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.
Title: Re: A New Hope (RA3 (An attempt to make something similar) in Unity)
Post by: Sic on December 04, 2013, 10:40:08 AM

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.
Title: Re: A New Hope (RA3 (An attempt to make something similar) in Unity)
Post by: SKBT on December 04, 2013, 10:50:22 AM

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

Title: Re: A New Hope (RA3 (An attempt to make something similar) in Unity)
Post by: AlexGRFan97 on December 04, 2013, 11:09:58 AM
You can get some nice looking parts from Rhino3D if you nicely ask a couple of guys who make bots for ARC here.
Title: Re: A New Hope (RA3 (An attempt to make something similar) in Unity)
Post by: Sic on December 04, 2013, 11:17:42 AM

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
Negative. I have only blender which I can barely use.

And sure, armor panels are also on the checklist but it's far from top-priority.
Title: Re: A New Hope (RA3 (An attempt to make something similar) in Unity)
Post by: SKBT on December 04, 2013, 11:43:15 AM
ok so i'll ninja 3ds max at some point.

to give you an idea of what i can do.

i can draw/design stuff.

i cannot do textures and texture mapping.  i can probably figure out exporting to 3dsmax.
Title: Re: A New Hope (RA3 in Unity)
Post by: Sic on December 04, 2013, 04:23:00 PM
Cutoff wedges?
(https://gametechmods.com/uploads/images/13215generalgeneric.png)
Something like this, Nate.
(https://gametechmods.com/uploads/images/97868Unavngivet.png)
Cutoff wedges. There you have it  :approve:
Title: Update 18:43 05/12-13
Post by: Sic on December 05, 2013, 11:44:57 AM
(https://gametechmods.com/uploads/images/75491751a04d3a535363a98ce0ef3f47f2639.png)
Attachment points added. Motors can now be moved around or removed after being placed. Wheels attached to motors will move with the motors. (Alpha test wheels do not have collision models yet so you can't select them... I seriously need some custom models.)
Title: Re: Update 18:43 05/12-13
Post by: Lemonism on December 05, 2013, 12:01:50 PM
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 :)
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)
Title: Re: A New Hope (RA3 (An attempt to make something similar) in Unity)
Post by: Philippa on December 05, 2013, 01:11:07 PM
I could try my hand at Inventor modelling if you guys want.
Title: Re: Update 18:43 05/12-13
Post by: Sic on December 06, 2013, 12:09:53 AM
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 :)
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)
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 saving
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.
Title: Re: A New Hope
Post by: playzooki on December 06, 2013, 04:00:17 PM
http://arc.chrisschrammonline.com/Omega_Wheels.rar (http://arc.chrisschrammonline.com/Omega_Wheels.rar)
http://arc.chrisschrammonline.com/Omega_Batts.rar (http://arc.chrisschrammonline.com/Omega_Batts.rar)
Somebody on another website made this.
Title: Re: A New Hope
Post by: Sic on December 07, 2013, 03:39:07 PM
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)
Title: Re: A New Hope
Post by: Resetti's Replicas on December 07, 2013, 03:47:15 PM
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 accomplishemnt
Title: Re: A New Hope
Post by: SKBT on December 07, 2013, 03:56:23 PM
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)

yeah. that looks like a tube frame.only thing its missing is gussets.  i approve

currently 3ds max hates my computer, so parts will be coming soonish. after i finish fighting with graphics card settings.
Title: Re: A New Hope
Post by: Sic on December 07, 2013, 03:58:01 PM
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 accomplishemnt
Seeing it? How about trying it for yourself (https://dl.dropboxusercontent.com/u/10497181/ProjectRobot/ProjectRobot.html)
Title: Re: A New Hope
Post by: SKBT on December 07, 2013, 04:08:13 PM
dude thats a pretty sweet constraint method.
Title: Re: A New Hope
Post by: Lemonism on December 07, 2013, 04:41:39 PM
Takes a little getting used to, but it works really well. Awesome work :)
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?
Title: Re: A New Hope
Post by: Zog on December 07, 2013, 05:15:22 PM
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.
Title: Re: A New Hope
Post by: Sic on December 07, 2013, 06:13:36 PM
Takes a little getting used to, but it works really well. Awesome work :)
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?
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.


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.
Title: Re: A New Hope
Post by: MassimoV on December 07, 2013, 08:36:12 PM
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.
Title: Re: A New Hope
Post by: Sic on December 07, 2013, 09:19:39 PM
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.
Title: Re: A New Hope
Post by: MassimoV on December 07, 2013, 09:20:52 PM
Yeah I can delete fine but like you said, it leaves the floating parts.
Title: Re: A New Hope
Post by: Thyrus on December 07, 2013, 11:12:36 PM
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?
Title: Re: A New Hope
Post by: Lemonism on December 08, 2013, 05:03:26 AM
Takes a little getting used to, but it works really well. Awesome work :)
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?
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.
My problems were mostly fixed by the most recent update. Feel free to ignore that suggestion.
New suggestion, though, is it possible to have the length slider going in smaller increments?
Title: Re: A New Hope
Post by: Sic on December 08, 2013, 07:19:27 AM
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.
Takes a little getting used to, but it works really well. Awesome work :)
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?
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.
My problems were mostly fixed by the most recent update. Feel free to ignore that suggestion.
New suggestion, though, is it possible to have the length slider going in smaller increments?
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.
Title: Re: A New Hope
Post by: Tweedy on December 08, 2013, 08:28:21 AM
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?
Title: Re: A New Hope
Post by: HurricaneAndrew on December 09, 2013, 08:25:58 AM
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.
Title: Re: A New Hope
Post by: Sic on December 09, 2013, 12:30:54 PM
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.
As for tubing, i have two kinds planned. One for the chassis. These will form a solid structure, welded together and available in different materials (Plastic, aluminum, steel, etc.). The other for physically simulated extenders for weapons and such.

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.
I'll need to find a way to prevent extreme damage from getting rammed by a spam of spikes.
Title: Re: A New Hope
Post by: Thyrus on December 10, 2013, 07:50:58 AM
it appears you can`t build multibots :(

(https://gametechmods.com/uploads/images/11627Multibot.jpg)
Title: Re: A New Hope
Post by: Sic on December 10, 2013, 08:11:31 AM
it appears you can`t build multibots :(

(https://gametechmods.com/uploads/images/11627Multibot.jpg)
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? :)
Title: Re: A New Hope
Post by: Thyrus on December 10, 2013, 08:29:40 AM
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 do
Title: Re: A New Hope
Post by: Sic on December 10, 2013, 09:19:26 AM
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 do
6 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.
Also good job on the designs. It's fun finally seeing what you guys can make of this.
Title: Re: A New Hope
Post by: Thyrus on December 10, 2013, 01:22:43 PM
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)

edit:

is it possible to make crushers stay in one possition much like servos in ra2 but less crappy?

Title: Re: A New Hope
Post by: Sic on December 12, 2013, 12:02:35 PM
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)

edit:

is it possible to make crushers stay in one possition much like servos in ra2 but less crappy?

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)
Title: Re: A New Hope
Post by: Tweedy on December 16, 2013, 02:50:51 PM
Made a few chassis in the chassis builder
Axe or VS chassis:
(https://gametechmods.com/uploads/images/74480Chassis%202.png)
Thwackbot:
(https://gametechmods.com/uploads/images/77569Chassis%201.png)
Title: Scrapmatch update
Post by: Sic on December 16, 2013, 06:46:53 PM
Update
The game is now pending to be officially listed on IndieDB (http://www.indiedb.com/), under the name Scrapmatch.
Screenshots posted in this thread will be used as demonstrational screenshots on the official page. Furthermore, the web-based version has been updated once again with new features such as 'wiring' and a new, much prettier GUI. The next update will hopefully contain robot savegames, and this means that all new versions from now on will be released in a downloadable .exe format (which also fixes the annoying context menu when right-clicking).
The new page can be followed here once it has finished the authorization process. (http://www.indiedb.com/games/scrapmatch)

As always, feedback is greatly appreciated.
Title: Re: A New Hope
Post by: Badnik96 on December 16, 2013, 06:56:37 PM
Wootness!

Things are looking promising dude! Keep it up!
Title: Re: A New Hope
Post by: Thyrus on December 19, 2013, 09:45:40 AM
looking good so far.
and yay for my bot beeing used for the banner :P
Title: Re: A New Hope
Post by: Sic on December 22, 2013, 11:49:46 AM
Update
The savegame feature is now finished. This means you can create teams, and save your bots. You can then share your bots to other players, just as in RA2. Tech savvy people will also be able to modify the save files manually. However, it will not be available on the web-based alpha. The downloadable .exe will be released on Indiedb (http://www.indiedb.com/games/scrapmatch) as soon as it finishes authorization.
Title: Re: A New Hope
Post by: Virus Bomb on December 22, 2013, 12:06:37 PM
keep up the good work
Title: Re: A New Hope
Post by: MassimoV on December 22, 2013, 02:04:12 PM
Excellent stuff dude.
Title: Re: A New Hope
Post by: Thyrus on December 24, 2013, 09:53:32 AM
Game Over?
Title: Re: A New Hope
Post by: Jonzu95 on December 24, 2013, 09:55:13 AM
Game Over?
Dude.

It's christmas, can't you just wait patiently?
Title: Re: A New Hope
Post by: Thyrus on December 24, 2013, 09:59:12 AM
It´s just what it said on indieDB. I was wondering why. nothing more. nothing less
Title: Re: A New Hope
Post by: Sic on December 24, 2013, 10:06:30 AM
It´s just what it said on indieDB. I was wondering why. nothing more. nothing less
Yeah 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.
Title: Re: A New Hope
Post by: Thyrus on December 24, 2013, 10:09:59 AM
It´s just what it said on indieDB. I was wondering why. nothing more. nothing less
Yeah 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.

good! This is too good to die. Maybe the smell some copieright problems cause you included the RW games in the description
Title: Re: A New Hope
Post by: HurricaneAndrew on December 24, 2013, 11:24:06 AM
They may not like that it's not it's own .exe yet.
Title: Re: A New Hope
Post by: 090901 on December 24, 2013, 11:41:49 AM
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.
Title: Re: A New Hope
Post by: Sic on December 24, 2013, 06:43:51 PM
Merry Christmas.
(http://www.iconsdb.com/icons/preview/icon-sets/eroded-metal/arrow-233-xl.png)
Title: Re: A New Hope
Post by: Thyrus on December 25, 2013, 05:43:44 PM
owsäm
Title: Re: A New Hope
Post by: dragonsteincole on December 25, 2013, 06:53:47 PM
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?
Title: Re: A New Hope
Post by: Sic on December 26, 2013, 02:57:52 AM
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.

Edit: Perhaps, in the future I can join forces with a power calculation mathematician and embed realistic sturdiness based on shape and support as well.
Title: Re: A New Hope
Post by: Sic on December 29, 2013, 08:11:48 PM
Hm. I received a mail from Indiedb and it looks like they're gonna authorize it after all. I'll send you guys a shiny new 0.04 alpha once I finish the new Wiring layout (i found the old one too impractical)
(https://gametechmods.com/uploads/images/80471Step4.png)
Title: Re: A New Hope
Post by: MassimoV on December 29, 2013, 08:37:12 PM
This is looking nice, man.
Title: Re: A New Hope
Post by: Thyrus on December 29, 2013, 11:10:46 PM
sounds good. hope invertibility will be added :P
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.
Title: Re: A New Hope
Post by: Sic on December 30, 2013, 04:51:31 AM
sounds good. hope invertibility will be added :P
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.
I'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
Title: Re: A New Hope
Post by: Sic on December 31, 2013, 09:31:12 PM
http://www.indiedb.com/games/scrapmatch/downloads/scrapmatch-alpha-004 (http://www.indiedb.com/games/scrapmatch/downloads/scrapmatch-alpha-004)
Scrapmatch_v0.04 is currently awaiting authorization on Indiedb. However, since GTM is so convenient as to allow uploading, I'll just attach it on this message so you guys don't have to wait.
(Update mostly on the wiring tab. Oh yeah and sawblades.)
Title: Re: A New Hope
Post by: Impossible343 on January 01, 2014, 03:43:14 AM
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.

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.
Title: Re: A New Hope
Post by: Sic on January 01, 2014, 09:30:49 AM
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.

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.
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).
As a last resort you can tell me which operating system you're using, and whether you're running 32- or 64-bit.
Title: Re: A New Hope
Post by: Impossible343 on January 01, 2014, 10:09:07 AM
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.
Title: Re: A New Hope
Post by: Sic on January 01, 2014, 01:17:02 PM
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/
This won't fix creation of new bots, but it will present you a save file which you can load and modify as normal.
Title: Re: A New Hope
Post by: Impossible343 on January 01, 2014, 02:08:01 PM
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.

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.
Title: Re: A New Hope
Post by: Sic on January 01, 2014, 02:22:11 PM
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.

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.
Alright, good to know.
Title: Re: A New Hope
Post by: Thyrus on January 15, 2014, 07:59:10 PM
is this still going on?
Title: Re: A New Hope
Post by: Sic on January 18, 2014, 11:54:52 AM
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)

Edit: Page 4. Finally! Been waiting for this.
Title: Re: A New Hope
Post by: MassimoV on January 18, 2014, 10:37:46 PM
Good to here man.
Title: Re: A New Hope
Post by: Sic on February 10, 2014, 08:39:20 PM
(https://gametechmods.com/uploads/images/27642fc1ac61631ef40f6d90a4cca4ee9698d.png)
Title: Re: A New Hope
Post by: MassimoV on February 10, 2014, 09:03:35 PM
That looks awesome.
Title: Re: A New Hope
Post by: playzooki on February 11, 2014, 11:52:05 AM
Amazing
Title: Re: A New Hope
Post by: Thyrus on February 11, 2014, 12:15:27 PM
awesome!
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?
Title: Re: A New Hope
Post by: Badnik96 on February 11, 2014, 12:22:11 PM
excellence. Keep up the good work dude.
Title: Re: A New Hope
Post by: Sic on February 12, 2014, 05:32:21 PM
awesome!
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?
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.
Title: Adjusting the height of this thing makes my i7 stutter.
Post by: Sic on February 16, 2014, 03:36:01 PM
(https://gametechmods.com/uploads/images/93622chassiscreation.png)
Title: Re: A New Hope
Post by: Classicus on February 16, 2014, 03:46:25 PM
This looks very interesting so far. I will follow this with interest. As for the menu I would strongly advise against the graffiti font, I don't think it really fits. Impressive tho it is. Good luck with it all! One other suggestion I would make is to design it to be mod-able from day one.
Title: Re: A New Hope
Post by: Thyrus on February 16, 2014, 04:39:01 PM
how much can you change in step 2? is it like in RA2 or can you do more complex shapes?

Title: Re: A New Hope
Post by: Sic on February 16, 2014, 05:06:52 PM
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.
Title: Re: A New Hope
Post by: Scrap Daddy on February 16, 2014, 05:23:21 PM
Impressive, man. Keep us updated.
Title: Re: A New Hope
Post by: Trovaner on February 16, 2014, 06:25:05 PM
Cool beans. If you are having performance issues on an i7 than you should seriously look into improving the efficiency of your code so that someone on a slower machine doesn't suffer as much.
Title: Re: A New Hope
Post by: playzooki on February 17, 2014, 01:17:03 PM
I prefered the old system
Title: Re: A New Hope
Post by: Sic on February 20, 2014, 05:49:47 PM
Good news. The new and updated chassis editor is much easier to use, more accurate and very stable. You can add, remove and connect pipes without worrying whether you've selected the 'root' pipe like in the previous alphas.
The savegame files will also be much smaller (faster download for online play) and possibly you will be able to use custom textures for your bot in online play as well.
I only have to fix a few things in the chassis editor and I'll move on with the components. I might also start experimenting with a little bonus online feature never seen in any RobotWars styled game before that you guys might enjoy while waiting for the combat system.
(https://gametechmods.com/uploads/images/95049725cb06313ff28008d8f4f72abd1107b.png)
Title: Re: A New Hope
Post by: Thyrus on February 21, 2014, 04:53:53 AM
awesome! it looks and sounds fantastic!

 by the way: make sure you save the source code somewhere
Title: Re: A New Hope
Post by: Zog on February 21, 2014, 06:12:25 PM
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.
Title: Re: A New Hope
Post by: Sic on February 21, 2014, 07:25:22 PM
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.
Title: Re: A New Hope
Post by: Sic on February 23, 2014, 03:58:09 PM
Pretty much one of the first models I've ever done myself.
Can some RL roboteer tell me if I missed something?
(https://gametechmods.com/uploads/images/93220rc controller render.png)
Title: Re: A New Hope
Post by: Natster-104 on February 23, 2014, 04:04:27 PM
I've only just seen this thread and OMG dude! Epicness
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

Edit: I've just realized- this could be RA3! Such an awesome creation dude
Title: Re: A New Hope
Post by: R1885 on February 23, 2014, 04:08:31 PM
Pretty much one of the first models I've ever done myself.
Can some RL roboteer tell me if I missed something?
(https://gametechmods.com/uploads/images/93220rc controller render.png)
Pretty close, other than no switches on top, and the sticks are too tiny.
Title: Re: A New Hope
Post by: Tweedy on February 23, 2014, 04:22:17 PM
Pretty much one of the first models I've ever done myself.
Can some RL roboteer tell me if I missed something?
(https://gametechmods.com/uploads/images/93220rc controller render.png)
Pretty close, other than no switches on top, and the sticks are too tiny.
Not all Transmitters have switches on the top, one of mine doesn't.
Title: Re: A New Hope
Post by: Sic on February 23, 2014, 04:49:49 PM
I've only just seen this thread and OMG dude! Epicness
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
I 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.
(https://gametechmods.com/uploads/images/81935rc_controller_render 2.png)
Title: Re: A New Hope
Post by: Sic on February 24, 2014, 09:50:03 AM
In-game
(https://gametechmods.com/uploads/images/89790f89a38dbd0ce49baa5085184cfbc28a.png)
Title: Re: A New Hope
Post by: Thyrus on February 24, 2014, 10:02:50 AM
looks great but what exactly is the remote good for?
Title: Re: A New Hope
Post by: Sic on February 24, 2014, 11:01:23 AM
looks great but what exactly is the remote good for?
Controlling your robot.
Title: Re: A New Hope
Post by: Thyrus on February 24, 2014, 11:36:05 AM
I'm comming from the RA2 way of thinking that's why I ask. You never really needed a component.

Oh by the way.. will you include some kind of storymode?
Title: Re: A New Hope
Post by: Sic on February 24, 2014, 04:59:11 PM
I'm comming from the RA2 way of thinking that's why I ask. You never really needed a component.

Oh by the way.. will you include some kind of storymode?
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.

As for the controller, it's part of a feature that'll take you even more in debth of roboteering than RA2 ever did. You'll see in the next release.
Title: Re: A New Hope
Post by: Sic on February 25, 2014, 01:06:10 PM
(https://gametechmods.com/uploads/images/20370c345ffdaea28460d0a048dc9ec24eae.png)
Title: Re: A New Hope
Post by: SKBT on February 25, 2014, 01:25:27 PM
seriously keep being awesome.
Title: Re: A New Hope
Post by: Thyrus on February 25, 2014, 01:31:37 PM
Awesome!
Will round shapes be possible too? and if so will those support this armour type of thing
Title: Re: A New Hope
Post by: Sic on February 25, 2014, 01:42:38 PM
Awesome!
Will round shapes be possible too? and if so will those support this armour type of thing
"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?
Title: Re: A New Hope
Post by: Thyrus on February 25, 2014, 01:45:04 PM
Awesome!
Will round shapes be possible too? and if so will those support this armour type of thing
"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?

I know the computer/circlepart yeah ;)

awwwww <3 thank you :D
Title: Re: A New Hope
Post by: Sic on February 25, 2014, 04:56:39 PM
Turned out pretty well.
(https://gametechmods.com/uploads/images/42543a05023108d83791237d703915844af37.png)
Title: Re: A New Hope
Post by: helloface on February 25, 2014, 05:03:58 PM
(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.
Title: Re: A New Hope
Post by: Jonzu95 on February 25, 2014, 06:31:12 PM
Dude.... This looks SO potential for a Robot Arena 3 game... I wish you best of luck with this!
Title: Re: A New Hope
Post by: That Robot is a Spy! on February 27, 2014, 07:23:49 AM
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.
Title: Re: A New Hope
Post by: Sic on February 27, 2014, 10:29:57 AM
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?
Title: Re: A New Hope
Post by: helloface on February 27, 2014, 01:26:49 PM
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?
It doesn't matter.
Title: Re: A New Hope
Post by: Kossokei on February 27, 2014, 02:07:18 PM
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?

You're right. RA2 wasn't indie. But this game, we can call our own little RA3 and we can carry it like a little baby, with its loving parent, Sic.
Title: Re: A New Hope
Post by: That Robot is a Spy! on February 27, 2014, 02:08:29 PM
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?

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.
Title: Re: Scrapmatch
Post by: GarvinTheGreat on February 27, 2014, 02:20:16 PM
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?

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?
Title: Re: Scrapmatch
Post by: That Robot is a Spy! on February 27, 2014, 02:28:34 PM
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?

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?

He seems to be accepting of the title.

I'm not opposed, I'm merely being realistic about a one-man project being so successful that it will become RA3.
Title: Re: Scrapmatch
Post by: Sic on February 27, 2014, 03:16:35 PM
Quote from: That Robot is a Spy!
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.

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.
Title: Re: Scrapmatch
Post by: That Robot is a Spy! on February 27, 2014, 03:29:52 PM
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.

Exactly, you haven't, so we have no idea of your modus operandi.

And why should this be referred to RA3?

What Unity Team? A team you have, the actual Unity team, or what?
Title: Re: Scrapmatch
Post by: helloface on February 27, 2014, 05:03:00 PM
RA3 is the closest comparison to Scrapmatch.
Now quit your b*tching.
Title: Re: Scrapmatch
Post by: That Robot is a Spy! on February 27, 2014, 05:24:43 PM
RA3 is the closest comparison to Scrapmatch.
Now quit your b*tching.

I don't think you understand what cautious optimism is.
Title: Re: Scrapmatch
Post by: HurricaneAndrew on February 27, 2014, 10:10:34 PM
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.
Title: Re: Scrapmatch
Post by: That Robot is a Spy! on February 28, 2014, 06:07:08 AM
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 see your flame bait, and I'm going to fold.
Title: Re: Scrapmatch
Post by: TBD Devastator on February 28, 2014, 06:27:42 AM
I'd advise that you guys just take a rest from bickering with each other for a week or so, this seems to be getting a little out of hand.

Anyway, great work so far Sic, eager to view what comes out from this project in further development if I haven't said so already!
Title: Re: Scrapmatch
Post by: Sic on February 28, 2014, 11:45:07 AM
I'll be gone for the weekend
(https://gametechmods.com/uploads/images/68044benchdrillrender.png)
Title: Re: Scrapmatch
Post by: Badnik96 on February 28, 2014, 12:32:25 PM
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?
Title: Re: Scrapmatch
Post by: Sic on February 28, 2014, 01:05:04 PM
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.
Title: Re: Scrapmatch
Post by: HurricaneAndrew on February 28, 2014, 01:27:47 PM
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.
Title: Re: Scrapmatch
Post by: Sic on February 28, 2014, 01:48:03 PM
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.
Title: Re: Scrapmatch
Post by: HurricaneAndrew on February 28, 2014, 02:03:26 PM
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 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.
Title: Re: Scrapmatch
Post by: Tweedy on February 28, 2014, 02:32:02 PM
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 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.
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.
Title: Re: Scrapmatch
Post by: playzooki on March 03, 2014, 09:59:09 AM
Nice work. I have an average laptop, and a terrible desktop that lags ra2 at over 800x600
Title: Re: Scrapmatch
Post by: Sic on March 12, 2014, 05:31:52 PM
Have fun.
(https://gametechmods.com/uploads/images/67022c82c8ef3771d49ada52d513b048268ac.png)
Title: Re: Scrapmatch
Post by: Lemonism on March 12, 2014, 05:38:34 PM
This is seriously, seriously good.
Title: Re: Scrapmatch
Post by: Sic on March 12, 2014, 05:45:07 PM
This is seriously, seriously good.
Remember to post pics if you make something cool.
Title: Re: Scrapmatch
Post by: FOTEPX on March 12, 2014, 06:52:37 PM
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.
Title: Re: Scrapmatch
Post by: Badnik96 on March 12, 2014, 09:28:58 PM
I'll have to spend some time on this soon and start building.

Can you drive bots around so far or simply build chassis and add motors?


edit: Fotepx, how'd you do the diagonal pipes?
Title: Re: Scrapmatch
Post by: System32 on March 13, 2014, 02:41:30 AM
Connect.
Title: Re: Scrapmatch
Post by: Sic on March 13, 2014, 03:10:19 AM
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.
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.
Title: Re: Scrapmatch
Post by: FOTEPX on March 13, 2014, 07:07:54 AM
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.
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.
Title: Re: Scrapmatch
Post by: Sic on March 13, 2014, 08:56:15 AM
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.
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'll try to think of something.
Title: Re: Scrapmatch
Post by: Natster-104 on March 13, 2014, 04:43:18 PM
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,

anyway about the game, this is looking awesome and only is still in alpha, honestly I really like where this will go  :mrgreen:
Title: Re: Scrapmatch
Post by: Sic on March 13, 2014, 05:38:01 PM
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,

anyway about the game, this is looking awesome and only is still in alpha, honestly I really like where this will go  :mrgreen:
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.

Also I think I broke something.
(https://gametechmods.com/uploads/images/2503698aca8eecc438eb817be9d3f50838dfd.png)
Title: Re: Scrapmatch
Post by: RpJk on March 13, 2014, 06:30:12 PM
Imagine this on Vita as an indie game. I would cry of awesomeness.
Title: Re: Scrapmatch
Post by: Sic on March 14, 2014, 08:01:28 AM
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
Title: Re: Scrapmatch
Post by: playzooki on March 14, 2014, 01:41:04 PM
port it to the ps1
Title: Re: Scrapmatch
Post by: playzooki on March 16, 2014, 03:33:52 PM
ok ive downloaded it now and its awesome work. i opened a server lol
Title: Re: Scrapmatch
Post by: Natster-104 on March 16, 2014, 04:25:10 PM
I made this, does it remind anyone of Spawn again?

(https://gametechmods.com/uploads/images/75578My chassis.png)
Title: Re: Scrapmatch
Post by: helloface on March 16, 2014, 04:46:01 PM
Yeah, looks cool.
Title: Re: Scrapmatch
Post by: Natster-104 on March 16, 2014, 05:10:05 PM
And this X-terminator-esc chassis thing
(https://gametechmods.com/uploads/images/51212Xterminator chassis.png)
Title: Re: Scrapmatch
Post by: Natster-104 on March 17, 2014, 03:06:37 AM
Also Sic I discovered while making these things a few things that need fixing on the game:

You can't change chassis points so you have to start over
You can't back out of most menus
When you create more than 1 bot in 1 team they all share the same chassis

But apart from that:
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
Title: Re: Scrapmatch
Post by: Sic on March 17, 2014, 03:54:35 AM
ok ive downloaded it now and its awesome work. i opened a server lol
Remember that you need to forward port 29791 if you want to host a public server
Title: Re: Scrapmatch
Post by: Sic on March 17, 2014, 05:05:51 AM
Also Sic I discovered while making these things a few things that need fixing on the game:

You can't change chassis points so you have to start over
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 back out of most menus
If 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 chassis
Well 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:
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
Thank you, I appreciate your support and feedback. Stick around :)
Title: Re: Scrapmatch
Post by: Natster-104 on March 17, 2014, 05:44:04 AM
Also Sic I discovered while making these things a few things that need fixing on the game:

You can't change chassis points so you have to start over
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 back out of most menus
If 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 chassis
Well 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:
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
Thank you, I appreciate your support and feedback. Stick around :)

I have just read these points and have made my game screen smaller, now I can see the main menu button, and I just tried to rename 2 bots and they stopped sharing the chassis, thanks for alerting me
Title: Re: Scrapmatch
Post by: Sic on March 17, 2014, 06:06:09 AM
(https://gametechmods.com/uploads/images/15891biplane.png)
Title: Re: Scrapmatch
Post by: Natster-104 on March 17, 2014, 06:20:42 AM
 :claping :0
Title: Re: Scrapmatch
Post by: Thyrus on March 17, 2014, 06:26:59 AM
downloaded it a few days ago but hadn't had time to put my fingers on it. will give you some feedback to if i have any
Title: Re: Scrapmatch
Post by: FOTEPX on March 17, 2014, 09:40:31 AM
(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)
Title: Re: Scrapmatch
Post by: Thyrus on March 17, 2014, 09:56:15 AM
(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)

then I will build Tornado with its protectionframe thingy
Title: Bad news
Post by: Sic on April 01, 2014, 02:19:09 AM
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.
Title: Re: Bad news
Post by: TBD Devastator on April 01, 2014, 02:29:54 AM
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.

You're probably using this as cover for an update given the-thing-that-apparently-can't-be-named-directly, aren't you?

If not, though, then good luck with whatever you're doing next (if you're doing anything)
Title: Re: Scrapmatch
Post by: Badnik96 on April 01, 2014, 02:33:17 AM
Sic's new so I understand the lame RA1's Anniversary. We're used to much more grander scale stuff :P

Dammit trov wtf is this 4/1 text filter
Title: Re: Scrapmatch
Post by: Sic on April 01, 2014, 07:06:10 AM
Aprils fools. Heheh. I'm so funny. Project continues as usual. :)
Title: Re: Bad news
Post by: playzooki on April 01, 2014, 11:08:06 AM
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
Title: Re: Scrapmatch
Post by: Sic on April 01, 2014, 11:40:30 AM
Yeah I'm trolling my own thread. This is what Obama did to me.
Title: Re: Scrapmatch
Post by: TheUnknownRobotics on April 02, 2014, 02:40:26 PM
The download isn't working. I don't know if I missed it, but 404 error keeps popping up...
(If you closed it for reasons I don't need to know, sorry for the post. I was just wondering)
Title: Re: Scrapmatch
Post by: Sic on April 04, 2014, 04:51:00 PM
The download isn't working. I don't know if I missed it, but 404 error keeps popping up...
(If you closed it for reasons I don't need to know, sorry for the post. I was just wondering)
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)
Title: Re: Scrapmatch
Post by: TheUnknownRobotics on April 04, 2014, 04:52:50 PM
The download isn't working. I don't know if I missed it, but 404 error keeps popping up...
(If you closed it for reasons I don't need to know, sorry for the post. I was just wondering)
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)
I love you (no homo)
Title: Progress update
Post by: Sic on April 09, 2014, 02:14:54 AM
It's been a while,so I thought I'd update you with the current state of the project.
I've been working on the addition of components to the game, and since I wanted it to be fully moddable I've run into some issues. First I began creating a component editor, however I figured it'd be too much work so I postponed that feature. The second issue is the model importer. While Unity's models are automatically compressed during compilation of the game, external models are not. This means I've had to resort to a third-party .obj importer script which has a few missing features here and there. For example; models are imported without an UV layout, meaning that the models have only one color. I'm trying to find a workaround but despite the graphical difficulties, the game will continue.
Title: Re: Scrapmatch
Post by: Thyrus on April 09, 2014, 02:45:10 AM
great to hear that this is still in the making. keep it up!
Title: Re: Scrapmatch
Post by: Badnik96 on April 09, 2014, 09:42:51 AM
Glad to see work is still moving with this. Good luck with everything.
Title: Re: Scrapmatch
Post by: meiemarek on April 17, 2014, 04:20:15 AM
This game looks to have SO MUCH potential.

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.
Title: Re: Scrapmatch
Post by: Sic on April 20, 2014, 04:28:37 PM
This game looks to have SO MUCH potential.

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.
Actually I could use some assistance. Progress has been halting for a while since i'm improving my 3D modelling skills
If you can help me with making sturdy physics joints or find me a way to import models at runtime that'd be great.
Title: Re: Scrapmatch
Post by: meiemarek on April 21, 2014, 02:38:55 AM
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)
Title: Re: Scrapmatch
Post by: Sic on April 21, 2014, 07:54:37 AM
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.
Title: Re: Scrapmatch
Post by: FOTEPX on May 07, 2014, 05:34:21 AM
Aprils fools. Heheh. I'm so funny. Project continues as usual. :)

Yeah, okay.
Title: Re: Scrapmatch
Post by: Meeko011 on May 22, 2014, 08:13:19 PM
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.
Title: Re: Scrapmatch
Post by: helloface on May 22, 2014, 11:58:25 PM
Any word on this?
Title: Re: Scrapmatch
Post by: Sic on May 23, 2014, 02:34:20 PM
Been busy studying for finals, and now that I finally got some spare time I decided to pick it up again.
I ran into some problems with loading external models, so instead, as a temporary solution I'll be including a component mod tool in the game for everyone, including myself to use.
Here's an early screenshot of it.

(https://gametechmods.com/uploads/images/2424dev_tool.png)

PS: Finals included something with an Arduino and some motors. My product was quite funny imo. Here's footage if interested.
Title: Re: Scrapmatch
Post by: I Like Tacos on May 23, 2014, 04:26:35 PM
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?
Title: Re: Scrapmatch
Post by: Natster-104 on May 23, 2014, 04:34:27 PM
Really good idea! I guess it'll be easier to add custom components to this then
Title: Re: Scrapmatch
Post by: Sic on May 23, 2014, 05:31:26 PM
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 then
Indeed it will. The components you make will be stored in simple text files and can be used on your own server.
Title: Re: Scrapmatch
Post by: Natster-104 on May 24, 2014, 01:27:47 AM
Just a question, will you be trying to make a piston powered flipper?
Title: Re: Scrapmatch
Post by: Sic on May 24, 2014, 04:29:55 AM
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
Title: Re: Scrapmatch
Post by: Sic on June 11, 2014, 05:51:20 PM
(https://gametechmods.com/uploads/images/152319ef5e07ac42957c2221dd26ce7b25e2b.png)
Exam time is rough, but I've managed to pull off a little progress. Here's a not-so-pancake'y motor with two attachment points; one on the bottom and one on the rod.

For those of you who are interested, here is the moddable code that determines attachment points, models, preview image, name etc.
Several models can be attached to the same component
This is a very early model and will later include complex functionality as well.
Code: [Select]
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)
Title: Re: Scrapmatch
Post by: Natster-104 on June 15, 2014, 04:00:19 AM
A bit of a bump, but that's awesome!
Title: Re: Scrapmatch
Post by: helloface on June 15, 2014, 11:51:54 AM
I take it you will add speed & tourque later?
Title: Re: Scrapmatch
Post by: Sic on June 16, 2014, 06:33:15 AM
I take it you will add speed & tourque later?
Definitely. It'll have the same as RA2, just more.
Title: Re: Scrapmatch
Post by: CodeMoose on August 19, 2014, 07:14:45 PM
This looks great so far!

Any chance you are going to open source it on Github (or similar)? I bet I'm not the only one that would love to help out.
Title: Re: Scrapmatch
Post by: Sic on September 19, 2014, 10:24:16 AM
I heard someone mentioning the death of Scrapmatch.
I've just been away for some practice. Here's an update for you. Probably best to show it in a picture.
(https://gametechmods.com/uploads/images/59760d9d3ff5a258c08bfa1ab6d496f5c0734.png)
The game now fully saves and loads all sorts of components. It's not very optimized but once it is, I'll start adding functionality for attaching components to other components (wheels on motors on extenders on chassis). Once all of that is done I'll give you a new version to play with. I've also found a game named "Game About Vehicles" which is made in unity and has exactly the type of physics I am looking for, ultimately proving that Scrapmatch CAN be completed in Unity instead of porting to another engine like Source. I just gotta either find out how or ask the guy (Russian I think) who made it. Furthermore I just started on a 3D modelling college, meaning more time for Scrapmatch than what I had on the previous school.
Title: Re: Scrapmatch
Post by: Lemonism on September 19, 2014, 10:29:25 AM
Image looks pretty nice, glad you are still carrying this on.

And yes, I noticed the green letters
Title: Re: Scrapmatch
Post by: Sic on September 25, 2014, 08:23:30 PM
Fixed minor bugs in component editor
Added file browser for in-game dev tools
Added servo motor
Tweaked main menu GUI

Next things on list:
Add a load of components
Component collisions
Remake the main menu completely
Thick chassis plates
(https://gametechmods.com/uploads/images/95794034895b9446ef9287386938e065f11ec.png)
Title: Re: Scrapmatch
Post by: Sic on September 26, 2014, 06:42:02 PM
chassis thickness added. i gotta find some way to close those holes.
(https://gametechmods.com/uploads/images/4273d7570e7c9f583a2f4b6eb502fe21893a.png)
Title: Re: Scrapmatch
Post by: helloface on September 26, 2014, 07:21:26 PM
Is the thickness aesthetic or does it give better armour?
Title: Re: Scrapmatch
Post by: Sic on September 27, 2014, 08:27:46 AM
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
Title: Re: Scrapmatch
Post by: jackster96 on September 27, 2014, 09:08:20 AM
This is looking better and better :) any estimate on when the next version will be up for download?
Title: Re: Scrapmatch
Post by: Sic on September 27, 2014, 09:55:29 AM
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.
Title: Re: Scrapmatch
Post by: helloface on September 27, 2014, 09:10:29 PM
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
So I'm assuming you can pick material and thickness? Or would material be too complicated?
Title: Re: Scrapmatch
Post by: rnifnuf on September 27, 2014, 09:52:44 PM
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
So I'm assuming you can pick material and thickness? Or would material be too complicated?
He's Sic. Nothing is too complicated for Sic.

Anyways, I can't wait for this next version. Who knows, we could soon have Scrapmatch showcases on Gametechmods!
Title: Re: Scrapmatch
Post by: Sic on September 28, 2014, 07:34:44 AM
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
So I'm assuming you can pick material and thickness? Or would material be too complicated?
He's Sic. Nothing is too complicated for Sic.

Anyways, I can't wait for this next version. Who knows, we could soon have Scrapmatch showcases on Gametechmods!
This is my new spokesman.
Title: Re: Scrapmatch
Post by: I Like Tacos on September 28, 2014, 12:37:57 PM
I think this is the farthest anyone's gotten on a new robot game  :eek:
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++
Title: Re: Scrapmatch
Post by: Scrap Daddy on September 28, 2014, 12:47:20 PM
I am just commenting to show my support. This is dope as hell.
Title: Re: Scrapmatch
Post by: Sic on September 28, 2014, 01:14:50 PM
I think this is the farthest anyone's gotten on a new robot game  :eek:
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++
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.

I'm having second thoughts on the whole ra2 stock models thing since this could possibly create some copyright issues.
I am moving forward on my own models though.
(https://gametechmods.com/uploads/images/31193f5560273857d62fe3f843c5a6821f625.png)
Title: Re: Scrapmatch
Post by: helloface on September 28, 2014, 01:15:52 PM
I think this is the farthest anyone's gotten on a new robot game  :eek:
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++
I'm having second thoughts on the whole ra2 stock models thing since this could possibly create some copyright issues.
But RA2's abandonware.
Title: Re: Scrapmatch
Post by: AlexGRFan97 on September 28, 2014, 01:38:21 PM
^ 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.
Title: Re: Scrapmatch
Post by: Natster-104 on September 28, 2014, 01:41:03 PM
Can't wait for the next alpha  :laughing
So hyped

^ 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
Title: Re: Scrapmatch
Post by: playzooki on September 28, 2014, 01:51:45 PM
Amazing
Title: Re: Scrapmatch
Post by: Sic on September 28, 2014, 01:56:23 PM
^ 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.
Title: Re: Scrapmatch
Post by: Badnik96 on September 28, 2014, 04:29:54 PM
woot! this is back!

Glad to see progress, keep it up dude!
Title: Re: Scrapmatch
Post by: SKBT on September 28, 2014, 10:46:29 PM
(https://gametechmods.com/uploads/images/31193f5560273857d62fe3f843c5a6821f625.png)

cool model but less MoBo

more

(http://holmeshobbies.com/images/D/BRXLWP1.jpg)

for "robot controller" shape
Title: Re: Scrapmatch
Post by: toAst on September 28, 2014, 11:24:14 PM
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!
Title: Re: Scrapmatch
Post by: toAst on September 28, 2014, 11:28:15 PM
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!
Title: Re: Scrapmatch
Post by: toAst on September 29, 2014, 12:11:48 AM
i don't know if this was mentioned but someone brought up the idea of having a piston powered flipper. this could be entirely possible if any series of components could be attached to the baseplate or some other part of the chassis at the end of the chain.

for example: baseplate > axle > piston > axle > flipper (attached at a point toward the center of the flipper arm) > axle (attached at a point toward the back of the flipper arm) > extender > baseplate (or any point of the chassis)

the smaller squares you could imagine as a dsl axle
(http://i.imgur.com/fnke21N.png)

i may have drawn that out wrong (what's pictured may not function properly according to physics) but you get the idea of what i mean. and it would be badass to be able to complete a full circuit of components starting from a point on the chassis and ending at another point on the chassis regardless even if this is wrong
Title: Re: Scrapmatch
Post by: Sic on September 29, 2014, 02:00:43 AM
(https://gametechmods.com/uploads/images/31193f5560273857d62fe3f843c5a6821f625.png)

cool model but less MoBo

more

(http://holmeshobbies.com/images/D/BRXLWP1.jpg)

for "robot controller" shape

What specs does it have (max  motors, weight, dimensions)?

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!

Thanks for the support :)
Title: Re: Scrapmatch
Post by: jackster96 on September 29, 2014, 05:44:15 AM
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?
Title: Re: Scrapmatch
Post by: Sic on September 29, 2014, 05:53:04 AM
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.
Title: Re: Scrapmatch
Post by: Sic on September 29, 2014, 07:21:49 PM
I am moving component attachments from pipes to plates. Rotation implemented, position adjustment and height still in progress
Deathstars concert Thursday in Copenhagen, so hyped. Won't be doing much progress before the weekend.
(https://gametechmods.com/uploads/images/979724cee8ed64120ae9c609f35c2255cf709.png)
Title: Re: Scrapmatch
Post by: Sic on September 30, 2014, 07:00:17 AM
Oh my. I'm starting to get hyped myself now
(https://gametechmods.com/uploads/images/96970b2bb87cf99103a93591fffec91314178.png)
Title: Re: Scrapmatch
Post by: toAst on September 30, 2014, 11:13:00 PM
now that is looking sexy
Title: Re: Scrapmatch
Post by: cephalopod on October 01, 2014, 03:36:39 AM
This is all looking so nice man, nice work.
Enjoy Deathstars also, saw them supporting Rammstein a few years back, not massively my thing but interesting nonetheless.
Title: Re: Scrapmatch
Post by: Sic on October 04, 2014, 03:43:57 PM
The concert was awesome. Anyways here's a pic showcasing transparent plates
Components also have collision meshes now, and will no longer clip through chassis or other objects.
(https://gametechmods.com/uploads/images/720681d2fe5c3211dc3ce89fa98d5fce3b96d.png)
Title: Re: Scrapmatch
Post by: yugitom on October 04, 2014, 03:54:52 PM
Looking awesome! Also, that description made me laugh.
Title: Re: Scrapmatch
Post by: Sic on October 04, 2014, 04:05:27 PM
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
Title: Re: Scrapmatch
Post by: cephalopod on October 04, 2014, 04:35:33 PM
Looks good, but how will wheels work if nothing can go through chassis?
Title: Re: Scrapmatch
Post by: Sic on October 04, 2014, 06:48:06 PM
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)

EDIT: Oh yeah, and you don't have to attach things to the bottom plate. As you can see in the first pic, the circuit board is attached to the top plate, facing down
(https://gametechmods.com/uploads/images/8897201671e7fddc3c7a6a3fdc3b8b796a5fe.png)
(https://gametechmods.com/uploads/images/293471abeedd899c4dafbe092196403fea287.png)
Title: Re: Scrapmatch
Post by: cephalopod on October 04, 2014, 07:44:20 PM
Answers one question but raises another... internal wheels? :P
I'm just trying to find things to improve honestly, it looks great already.
Title: Re: Scrapmatch
Post by: helloface on October 04, 2014, 08:08:00 PM
So... how would weapons work then.
Title: Re: Scrapmatch
Post by: tomgsx on October 04, 2014, 09:17:48 PM
Glad you picked back up on this, it's looking great. As for collisions, you should be able to add a check in the start function script on each bot that will fill an array of all parent colliders, and then ignore collisions with all elements of that array. Internal wheels will then collide with everything that is not part of your own robot (this could also apply to weapon shafts or saw blades that may be partially internal). Unless of course you want a different approach that I think would be more complicated - but still cool. You could have it check intersect bounds after the wheel is attached, and have it cut out a square hole on the bottom plate based on those vectors that overlap. Anyways, those are just some suggestions, keep up the awesome work man!

*edit*
Ooo, didn't see the holes in pic2. Nice!
Title: Re: Scrapmatch
Post by: Sic on October 04, 2014, 09:43:18 PM
Answers one question but raises another... internal wheels? :P
I'm just trying to find things to improve honestly, it looks great already.
Pic2 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.
This raises new challenges to chassis designing that RA2 couldn't offer.

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.

Scrapmatch bots already have a much more complex collision hull than RA2 bots do, and because of this, some things have to be done differently.
Title: Re: Scrapmatch
Post by: Badnik96 on October 06, 2014, 09:48:20 AM
So... how would weapons work then.

Pretty simple, just design holes in your chassis for the weapon to go. You'll actually have to design your robot before building in this, at least that's what it looks like. Looks pretty solid so far.
Title: Re: Scrapmatch
Post by: Sic on October 06, 2014, 04:56:22 PM
Please throw your opinion on the poll. The realistic approach will be far more boring to make and take more time than the comic one, but if that's what all of you want I'll consider it.
You're also free to comment your thoughts about the subject.
Title: Re: Scrapmatch
Post by: Kossokei on October 06, 2014, 07:25:50 PM
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?
Title: Re: Scrapmatch
Post by: Philippa on October 06, 2014, 07:28:30 PM
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.
Title: Re: Scrapmatch
Post by: RedAce on October 06, 2014, 07:37:28 PM
I really don't mind either way. Whatever you feel comfortable with.
Title: Re: Scrapmatch
Post by: Sic on October 06, 2014, 07:53:45 PM
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.
Title: Re: Scrapmatch
Post by: Sic on October 07, 2014, 04:57:48 AM
Getting better at materials
(https://gametechmods.com/uploads/images/398190a5d183dbe5c19e94a3121d0f4c44577.png)
Title: Re: Scrapmatch
Post by: TBD Devastator on October 07, 2014, 05:13:47 AM
I'm guessing this is a smaller motor of some sort (although I'm probably wrong?)

Looks great.
Title: Re: Scrapmatch
Post by: dezox on October 07, 2014, 05:22:31 AM
nice keep the work up:D
Title: Re: Scrapmatch
Post by: Sic on October 07, 2014, 05:57:55 AM
I'm guessing this is a smaller motor of some sort (although I'm probably wrong?)

Looks great.
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?
Title: Re: Scrapmatch
Post by: Badnik96 on October 07, 2014, 08:25:35 AM
Nice gearbox. Looking good dude.
Title: Re: Scrapmatch
Post by: SKBT on October 07, 2014, 09:41:23 AM
shaft, axle whatever...
Title: Re: Scrapmatch
Post by: Sic on October 10, 2014, 02:07:04 AM
(https://gametechmods.com/uploads/images/7573f6ee1e415533dc7d527ba4c6bff28ce5.png)
Title: Re: Scrapmatch
Post by: Natster-104 on October 10, 2014, 02:14:52 AM
Holy crap, the bot looks so realistic and compact, the fuel tank looks so realistic as well

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?
Title: Re: Scrapmatch
Post by: Sic on October 10, 2014, 03:01:50 AM
Holy crap, the bot looks so realistic and compact, the fuel tank looks so realistic as well

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?
What'd be the benefit of that drawback? Size, weight, cost, output?
Title: Re: Scrapmatch
Post by: Sic on October 10, 2014, 04:37:29 AM
(https://gametechmods.com/uploads/images/549073e3857996908aee9b0eedd8327627366.png)
liPo battery wip
Title: Re: Scrapmatch
Post by: Thyrus on October 10, 2014, 05:14:23 AM
your work is sic

looking forward to the next demo to see how it has been improved :)
Title: Re: Scrapmatch
Post by: Natster-104 on October 10, 2014, 09:34:28 AM
Holy crap, the bot looks so realistic and compact, the fuel tank looks so realistic as well

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?
What'd be the benefit of that drawback? Size, weight, cost, output?
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 air

Look online for more details, but that's it in a nutshell
Title: Re: Scrapmatch
Post by: Sic on October 10, 2014, 04:04:00 PM
Holy crap, the bot looks so realistic and compact, the fuel tank looks so realistic as well

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?
What'd be the benefit of that drawback? Size, weight, cost, output?
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 air

Look online for more details, but that's it in a nutshell
Alright. Seems like a good strategical addition. Thank for the input.
Title: Re: Scrapmatch
Post by: yugitom on October 10, 2014, 04:32:01 PM
I can't wait to see how this turns out when it's finished. Good progress so far!
Title: Re: Scrapmatch
Post by: Sic on October 14, 2014, 12:28:45 PM
Prettymuch done bugfixing. Now I'll just add some more components before release.
These are the currently available components:
3 batteries
1 fuel tank
1 chip
2 extenders
1 joint
5 motors
1 wheel
3 weapons
1 ???
(https://gametechmods.com/uploads/images/116085c8cc0de7acb8f432c89c6648cacd1dc.png)
Title: Re: Scrapmatch
Post by: yugitom on October 14, 2014, 12:35:52 PM
Very nice.

1 ???
You don't know the name of your own creation?
Title: Re: Scrapmatch
Post by: SKBT on October 14, 2014, 12:47:51 PM
Very nice.

1 ???
You don't know the name of your own creation?

he clearly made a thing.
Title: Re: Scrapmatch
Post by: Sic on October 14, 2014, 01:42:53 PM
Very nice.

1 ???
You don't know the name of your own creation?
Okay smartass you name it
(https://gametechmods.com/uploads/images/967228cdab544e00f70bb512ec41993370c0d.png)
Title: Re: Scrapmatch
Post by: yugitom on October 14, 2014, 01:54:13 PM
Very nice.

1 ???
You don't know the name of your own creation?
Okay smartass you name it
(https://gametechmods.com/uploads/images/967228cdab544e00f70bb512ec41993370c0d.png)
???
Title: Re: Scrapmatch
Post by: Philippa on October 14, 2014, 02:00:32 PM
Extender tree.
Title: Re: Scrapmatch
Post by: Probably Rob on October 14, 2014, 02:12:58 PM
Drunken scaffold orgy.
Title: Re: Scrapmatch
Post by: playzooki on October 14, 2014, 02:21:19 PM
Those shapes that are supposed to be like shapes

also the answer to the poll is this: something that wasn't quite a chicken laid something that wasn't quite an egg
Title: Re: Scrapmatch
Post by: Sic on October 14, 2014, 02:52:32 PM
Those shapes that are supposed to be like shapes

also the answer to the poll is this: something that wasn't quite a chicken laid something that wasn't quite an egg
You win the poll.

(https://gametechmods.com/uploads/images/96063fede52af3daabfa1e64fc62d5d31537f.png)
Title: Re: Scrapmatch
Post by: R1885 on October 14, 2014, 03:39:22 PM
Those shapes that are supposed to be like shapes

also the answer to the poll is this: something that wasn't quite a chicken laid something that wasn't quite an egg
You win the poll.

(https://gametechmods.com/uploads/images/96063fede52af3daabfa1e64fc62d5d31537f.png)
You know, that would make a really good band name.
Title: Re: Scrapmatch
Post by: toAst on October 14, 2014, 04:45:12 PM
more things!!! moore!

though i guess you could just keep adding additional updates post release

much thug love btw
Title: Re: Scrapmatch
Post by: Sic on October 21, 2014, 12:02:00 PM
Alpha release today?
Title: Re: Scrapmatch
Post by: Sic on October 21, 2014, 12:29:59 PM
Release now?
Title: Re: Scrapmatch
Post by: Lemonism on October 21, 2014, 12:30:54 PM
Yes please :)
Title: Re: Scrapmatch
Post by: KOS on October 21, 2014, 12:45:28 PM
Release now?
Yes please :)
:D
Title: Re: Scrapmatch
Post by: Sic on October 21, 2014, 02:25:06 PM
Tell me what you think :)
Title: Re: Scrapmatch
Post by: Natster-104 on October 21, 2014, 02:52:12 PM
Tell me what you think :)
I love you (no homo)
Booting up my Laptop right now to test it out
Title: Re: Scrapmatch
Post by: playzooki on October 21, 2014, 03:09:01 PM
how do i remove components

also i made a thing
(https://gametechmods.com/uploads/images/33971help.png)
Title: Re: Scrapmatch
Post by: Sic on October 21, 2014, 03:39:32 PM
how do i remove components

also i made a thing
(https://gametechmods.com/uploads/images/33971help.png)
Go to the components tab, click the component, press R (remove) or 'Delete'
Title: Re: Scrapmatch
Post by: playzooki on October 21, 2014, 03:57:05 PM
how do i remove components

also i made a thing
(https://gametechmods.com/uploads/images/33971help.png)
Go to the components tab, click the component, press R (remove) or 'Delete'
thanks
Title: Re: Scrapmatch
Post by: Natster-104 on October 21, 2014, 04:44:30 PM
This is incredible, great work Sic
Title: Re: Scrapmatch
Post by: FOTEPX on October 22, 2014, 07:23:35 PM
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.

I know it's literally MONTHS old, but I've got some spare time coming up very soon, so if you want me to work on moving .gmf files over to .obj, inform me.
Title: Re: Scrapmatch
Post by: toAst on October 24, 2014, 11:23:00 AM
nooooo

(http://i.imgur.com/onkB9OU.png)

output log.txt
Title: Re: Scrapmatch
Post by: toAst on October 24, 2014, 11:31:06 AM

error.txt file
sad face
Title: Re: Scrapmatch
Post by: KOS on October 24, 2014, 12:25:17 PM
Wow, the game runs so smooth an fluent, the controls are great as well. It's truly incredible Sic, keep up the great work. :D
Title: Re: Scrapmatch
Post by: tomgsx on October 24, 2014, 07:55:19 PM
Incredible job so far! +1 for the component editor  :claping
Title: Re: Scrapmatch
Post by: toAst on October 24, 2014, 11:00:40 PM
damn hearing all of this makes me really want to play soo badly
Title: Re: Scrapmatch
Post by: toAst on October 31, 2014, 11:15:23 PM
bump. i really want to try this game :(
Title: Re: Scrapmatch
Post by: System32 on November 01, 2014, 04:10:48 AM
Looks like a graphics driver error.

Take this bit:

d3d9.dll caused an Access Violation (0xc0000005)
  in module d3d9.dll at 001b:4fe58572.

And google it, maybe you'll find a solution at your end.
Title: Re: Scrapmatch
Post by: toAst on November 10, 2014, 11:50:12 PM
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)
Title: Re: Scrapmatch
Post by: System32 on December 13, 2014, 05:02:01 AM
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)

Damn you google, I get better results.
Title: Re: Scrapmatch
Post by: toAst on January 09, 2015, 10:16:30 PM
is this project dead? im going to cry
Title: Re: Scrapmatch
Post by: rnifnuf on January 09, 2015, 11:38:21 PM
is this project dead? im going to cry
Fear 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.
Title: Re: Scrapmatch
Post by: toAst on January 10, 2015, 12:06:18 PM
[in hysterics] dont eat him eat me
Title: Re: Scrapmatch
Post by: Sic on May 21, 2015, 03:14:36 AM
https://dl.dropboxusercontent.com/u/10497181/ShareX/2015/05/2015-05-21_10-12-03.mp4
Title: Re: Scrapmatch
Post by: Badnik96 on May 21, 2015, 07:17:22 AM
dude NICE

glad to see this isn't dead
Title: Re: Scrapmatch
Post by: Sic on May 21, 2015, 07:44:27 AM
dude NICE

glad to see this isn't dead
I 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.
Title: Re: Scrapmatch
Post by: Philippa on May 21, 2015, 09:02:51 AM
Barber-ous 2, Tough As Nails, and Sunshine Lollibot.
Title: Re: Scrapmatch
Post by: Badnik96 on May 21, 2015, 09:08:41 AM
You should do all the bots that are competing in the BattleBots reboot. I'm sure it'd get you a lot of publicity.
Title: Re: Scrapmatch
Post by: Sic on May 21, 2015, 10:05:43 AM
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?

Bear in mind that the only reason I am designing these bots is to get gameplay running before finishing the editor, so i'll be making 4-8 bots.
Title: Re: Scrapmatch
Post by: Badnik96 on May 21, 2015, 10:34:00 AM
Ah. In that case, never mind. I'm pretty sure the BB field would be about 32.

If you aren't planning on making a profit on it I don't think you'll encounter legal action, but I'd check just to make sure.
Title: Re: Scrapmatch
Post by: Sic on May 22, 2015, 04:35:29 PM
Started streaming the development of Scrapmatch.
http://www.hitbox.tv/Siccity (http://www.hitbox.tv/Siccity)
Title: Re: Scrapmatch
Post by: Sic on May 23, 2015, 06:05:04 PM
https://www.youtube.com/watch?v=wJluAEeoSfY (https://www.youtube.com/watch?v=wJluAEeoSfY)
Stream is online
Title: Re: Scrapmatch
Post by: jackster96 on July 02, 2015, 01:31:57 PM
Out of curiosity will you be making the flippers use gas if that's possible? IM liking the look of the multi-player test  :smile:
Title: Re: Scrapmatch
Post by: helloface on July 02, 2015, 01:42:58 PM
Please don't bump threads that haven't been active in a while unless you have any new information about it.
Title: Re: Scrapmatch
Post by: jackster96 on July 02, 2015, 05:06:59 PM
Oops sorry didn't see how long ago that last post was, my bad.
Title: Re: Scrapmatch
Post by: Sic on July 07, 2015, 01:55:25 PM
Pfff. Questions always welcome. I might make different types of flippers

I did some tests with piston mechanisms, and they work surprisingly well. Prepare for some rough alpha stages though, as I will do my best to give you as much construction freedom as I can
Title: Re: Scrapmatch
Post by: toAst on July 07, 2015, 11:44:58 PM
sic

im going to make someone let me take their computer to try this
Title: Re: Scrapmatch
Post by: ecolusian on July 23, 2015, 04:08:02 PM
i dont know what bumping a thread is, and i sorry if im bumbing this but if your taking bot requests would it be possible for you to add diotior to this game, i sound like a hipster but he was my favorite bot on robot wars along with wheely big cheese.
Title: Re: Scrapmatch
Post by: rnifnuf on July 23, 2015, 09:09:01 PM
What you are doing is bumping a thread. Bumping is defined as posting in a thread that has not been posted in for a while. This is frowned upon, and is only considered acceptable if it is by the thread creator to talk about an important update. Whether or not a post is bumping is up to your judgement, but a good general rule is to avoid posting in threads that have not been posted in for at least a week. In the mean time, send Sic a personal message with your request.