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Messages - Sic

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101
Game Development / Re: A New Hope
« on: December 31, 2013, 09:31:12 PM »
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.)

102
Game Development / Re: A New Hope
« 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

103
Game Development / Re: A New Hope
« 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)

104
Game Development / Re: A New Hope
« 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.

105
Game Development / Re: A New Hope
« on: December 24, 2013, 06:43:51 PM »
Merry Christmas.

106
Game Development / Re: A New Hope
« 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.

107
Game Development / Re: A New Hope
« 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 as soon as it finishes authorization.

108
Game Development / Scrapmatch update
« on: December 16, 2013, 06:46:53 PM »
Update
The game is now pending to be officially listed on IndieDB, 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.

As always, feedback is greatly appreciated.

109
Game Development / Re: A New Hope
« 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 (Image removed from quote.)

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)

110
Creativity Showcase / Re: Artwork Thread
« on: December 11, 2013, 01:20:21 AM »
Hey uh guys, this is artwork thread. Less sonic discussion moar art please.
(Image removed from quote.)
Yes I know, it's a crappy design, I still can't draw straight lines (see right plate on front), and there's way too much unnecessary riveting, but oh well.
I like this one. The heavy use of rivets and the thick plates in front makes it look like something built from scrap parts of other tanks. I imagine it being part army green, part rusty with some paint on the side spelling the name of whatever faction it belongs to.

111
Game Development / Re: A New Hope
« 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.

112
Game Development / Re: A New Hope
« on: December 10, 2013, 08:11:31 AM »
it appears you can`t build multibots :(

(Image removed from quote.)
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? :)

113
Discussion / Re: Arena Ideas - Post 'Em Here!
« on: December 10, 2013, 01:48:45 AM »
If any of you want to give mapping a shot at a new in-development RA2 styled game, send me an IM or something. You can use pretty much any program you like to create the map (though I recommend blender). Also you don't need to worry about scripting hazards. As long as you're using Blender I can take apart the map and add the scripts to the game. I'm currently toying around with a rooftop arena myself.

114
Game Development / Re: A New Hope
« 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.

115
Game Development / Re: A New Hope
« 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.

116
Game Development / Re: A New Hope
« 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.

117
Game Development / Re: A New Hope
« 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.

118
Game Development / Re: A New Hope
« 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

119
Game Development / Re: A New Hope
« 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.

120
Game Development / Re: Update 18:43 05/12-13
« 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.

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