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Messages - WhamettNuht

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121
Showcases / Re: Wham's RR2 Botz
« on: September 01, 2019, 12:41:09 PM »
Id say enter my tournament, but im sure that the bots are overweight
Nevertheless, amazing bots

They’re actually all perfectly within weight limit  :cool:

Where you hosting the tournament?
Im Primarily hosting it on OW Discord because i can do Voice Chat thing to talk to people, as its easier for the tournament
ATM the game isnt really in good condition for me to host it. Once they solve most critical issues, ill be more than happy to host

Cool, lemme know when you plan to do it and I’ll enter. My discord is in my profile :)
Do I have to enter reps or could I flex my creative muscles? Lol

yo these robbots are crazy gorgeous

Thanks man!!

122
Showcases / Re: Wham's RR2 Botz
« on: September 01, 2019, 10:48:24 AM »
Id say enter my tournament, but im sure that the bots are overweight
Nevertheless, amazing bots

They’re actually all perfectly within weight limit  :cool:

Where you hosting the tournament?

123
Showcases / Re: Wham's RR2 Botz
« on: September 01, 2019, 10:25:10 AM »
Some moar :]

Dantomkia
 
Dantomkia.jpg


Lightning
 
Lightning.jpg


Bigger Brother
 
BiggerBrother.jpg


Apollo
 
Apollo.jpg


Road Block
 
RoadBlock.jpg


Firestorm V
 
FirestormV.jpg


Razer
 
Razer.jpg

124
Showcases / Re: Wham's RR2 Botz
« on: August 31, 2019, 04:26:43 AM »
Wow thanks guys!

Few more new ones:

259
 
259.jpg


Big Nipper
 
BigNipper.jpg


Killertron
 
Killertron.jpg


Storm 2
 
Storm2.jpg


Gemini
 
Gemini.jpg


(I honestly did try my best to make them split but alas the game at the current stage wouldn't let me. This pic is a bit of a photoshop job until a system for clusterbots gets worked out (if the developers decide to incorporate this). Maybe some type of component which can split in half when a key is pressed? Not just for clusterbots but things like laying traps across the arena aswell!)

Milly-Ann Bug
 
MillyAnnBug.jpg


And, thanks to the incorporation of hinges and axels to the game:-

SHE WIGGLE
 
MillyAnnBug_shewiggle.jpg

125
YESS!! Can really use these hinges in some of my replica builds! (Both previous and upcoming).
Can't wait to try them out when I get home from work!

126
Showcases / Re: Wham's RR2 Botz
« on: August 28, 2019, 03:17:14 PM »
More Reps:

101
 
101.jpg


King B Powerworks
 
KingBPowerworks.jpg


Plunderbird 5
 
Plunderbird5.jpg


Steel Avenger
 
SteelAvenger.jpg


The Revolutionist
 
TheRevolutionist.jpg


Thermidor 2
 
Thermidor2.jpg


Tornado
 
Tornado.jpg

127
Showcases / Re: Wham's RR2 Botz
« on: August 27, 2019, 03:30:46 PM »
I'm now determined to get a flammable fur material in the game, just for Diotor!

These are all super impressive!

YES PLEASE! I've already reduced Diotoir's power but swapping the pneumatic system for a pulley system, now it desperately needs some fur to be fully realistic!

But thanks for the compliment on the reps! I have a few more to post soon haha.


Yknow, that would also mean that you would need something for bots to shoot flames ;)

YAAAS - FLAMETHROWARZZZ

128
Showcases / Re: Wham's RR2 Botz
« on: August 26, 2019, 04:47:24 PM »
Thanks guys!

special shout out for that Hypno-Disc spiral, that must have been a pain.

It took me the whole of Captain America: Civil War to do lol

129
Showcases / Wham's RR2 Botz
« on: August 26, 2019, 04:42:28 AM »
Hi all,

Thought I might as well post some of my creations from RR2.
All just replicas at this point lol.

Some re-do's of my past replicas:

Dominator 2
 
Dominator2.jpg


Hypno Disc
 
HypnoDisc.jpg


Panic Attack
 
PanicAttack.jpg


Chaos 2
 
Chaos2.jpg

 
Chaos22.jpg


Pussycat
 
Pussycat.jpg


And some new ones:

Stinger
 
Stinger.jpg


Diotoir (Spotless... literally)
 
Diotoir.jpg


Eruption
 
Eruption.jpg

 
Eruption2.jpg


Iron Awe 5
 
IronAwe5.jpg


Mighty Mouse
 
MightyMouse.jpg


Mortis
 
Mortis.jpg


Wheely Big Cheese
 
WheelyBigCheese.jpg

130
This is totally on my “Dang!  I really want this!” list. 

I would really really like to get visual coding working.  I think it would be a literal game-changer, and open up a whole new group of people to robot combat.  There are probably 100 times as many kids involved in things like FIRST robotics as there are kids doing robot combat.  A slick AI coding system in the game could help bridge that gap and get more kids involved in combat robotics.

Oh wow! I actually contributed a good idea! :')

I was also thinking (but forgot to put in my last post) about whether it might be a good idea to include the AI code as part of the .rr2 file? At this point I've done some stuff with the AI on certain bots that needed it, but it soon gets erased and set back to default by the game? Plus it would aid tournament hosts in the future by just having it as a part of the package sent over by entrants.

131
I hope you don't mind me putting this here but just an idea I had for when it comes to this part of the games development....

With the AI coding, obviously there's two kinds of people in the world - those who can basically speak in 1's and 0's, and those who are a bit more basic (like me lol).

What if there was two different methods, a 'basic' and 'advanced', but using a 'blocks' and 'coding' system respectively.

A loose concept of the blocks system I had in mind:

 
RR2BLOCKCODING.png


My thinking was along the lines of those basic kids programs that introduce kids to coding and game development (I think Scratch might be one of them???? I used it a couple of times in secondary school lol). Or even an app like If This Then That in which you set up social systems like "IF 'you post on Facebook' THEN 'share post on Twitter'".

Obviously the blocks would be good for the very basic coding and allowing users to breakdown the AI system easier if that's how they work, but if a user want's to jump straight into the source coding to create something more complex then they can use the already implemented coding AI editor.

I just thought with RA2 it could take a while for new users to learn to create the AI for their robots if they have never worked with coding before. Some people are more visual rather than working with words aswell (like myself - I love a picture lol), meaning they can go about the AI editing easier.

Just an idea I had for when this aspect of the game comes under proper development! :)

132
With this new build, the bots that didn't appear now are which is good. I'm also excited to see what's going to happen with this panel addition.

While we're reporting bugs, however, I seem to be having an issue with the duplicate tools (both the single and multiple) now working... It will allow me to like move the duplicated pieces around but the moment I go to place them, they'll stay where I choose on the first click, but once I click away elsewhere they disappear? Dunno if anyone else is having this issue?

I also feel like the breaking point for the chain/belt drives is way too low but I imagine this will be ironed out once damage is sorted haha.

The rubber material is also a brilliant idea, but we now may be requiring torus/donut shapes to make more believable wheels... :P

133
Robot Rumble 2.0 / Re: Robot Rumble 2.0 AI Thread
« on: August 04, 2019, 04:58:27 PM »
So sorry to be so late to the thread!

Smartzones aren't hooked up yet, so all the AI is good for at the moment is driving toward the nearest enemy.

Once the new damage system is tweaked appropriately, I am planning to refocus my attention on AI.  I figured there wasn't really a point to developing an AI system when we don't yet know what "damage" means.

Also, right now miniscript is generating huge amounts of garbage, and is consuming way more CPU time than it should.  My MacBook Pro drops a lot of frames with 4 AI robots running.  I have been working directly with Joe Strout, the creator of the miniscript language.  It looks like the problems are with the game, and not the language itself, so I'm confident that we can get things running smoothly once we have time to focus on it.

No problem at all! I can imagine you have plenty to do on the game aswell as in your own life haha!

That's a fair order of work. I'd imagine getting the damage system right will take a hella lot of trial and error.

I must admit I haven't had many problems when it comes to processing CPU, ect, but I am running a (somewhat old) custom gaming laptop aha. It's cool that you're liasing with the guy who wrote the language you're using though! Can't be anything better than working with the source haha!

134
Robot Rumble 2.0 / Re: RR2 Campaign Mode
« on: August 04, 2019, 04:54:18 PM »
I love the idea of the campaign mode, however I also think it would be a good idea to have a setting in the options which allows the player to choose either 'Campaign' or 'Sandbox' mode (for those who want/need to have everything unlocked from the offset, ect replica builders, forum tournament builders) kinda like how (as an example) Cities Skylines lets you choose between normal gameplay and sandbox within the options as a stock 'mod'.

135
Robot Rumble 2.0 / Re: Robot Rumble 2.0 AI Thread
« on: July 30, 2019, 04:07:11 AM »
Thanks for the good bits of knowledge there, guys!

The 0.# codes are indeed a good temporary method of controlling the flippers. Would anyone happen to know which value controls what happens when the robots 'activate' as they still seem to have something in them which says 'Active = fire 'button 1' meaning my bots end up on their butts before they've even fought anyone lol.

Thanks!~

EDIT: After looking through the code briefly, I think the reason the robots are firing 'button 1' has to do with immobility settings. I've noticed when 'activate' is actioned, the game has already started an immobility countdown on the bots. This in turn must cause the robots to go 'Oh look, I'm inverted/stuck, let me fire button 1 until the countdown goes away'. I'm still trying to figure out which setting would tell the AI not to fire it's weapon upon instant countdown (maybe like a second or 2 would be acceptable and still make the robot able to self right should it actually get stuck). I'll have more of a play around later.

136
Robot Rumble 2.0 / Robot Rumble 2.0 AI Thread
« on: July 29, 2019, 04:22:52 PM »
Hi all! I'm really into this game at the moment, even more so with the incorporation of flippers! (One of my favourite weapon types IRL haha)
I couldn't really see any topics started for this yet, but figured it couldn't hurt to start off a thread for the different AI possibilities in the game (as a potential way of helping to develop the game further through community input? Idk lol it's a good idea in my head).

I've started having a look into the MiniScript coding language, however in case there's someone who has a couple good bits figured out, it could be a great way to start off a chain of community AI codes!

To start things off, here is the basic code currently available to us:

Code: [Select]
// Welcome to Robot AI Programming 101!
// This code is written in a language called MiniScript,
// which is designed to be simple and easy to learn.
// For more details, go to: http://miniscript.org
//
// <--- This is a comment (2 forward slashes). It is completely ignored by the compiler.


//// Outputs:
// drive - the forward/backward drive signal
// turn - the left/right turning signal
// lever1, lever2 - controller analog sticks #1 and #2
// button1, button2, button3, and button4 - controller buttons


//// Inputs:
// See complete list of AI input variables shown to the left.


//// FUNCTIONS AND THEIR VARIABLES
// In this block, we are declaring all of the functions and any of the variables they might need.
// An example function declaration:
// add = function(x,y)
//       return x+y
// end function


//// BUILT-IN FUNCTIONS


// getWaypoints(p1)
//
// getWaypoints is a built-in function that computes the navmesh waypoints to travel
// to a point in the arena.
// It takes one arguments:
// p1 = position to travel to (a map of x, y, z values)
// getWaypoints returns a list of position maps of the form [{x0,y0,z0},{x1,y1,z1},{x2,y2,z2}]
// Example usage: nextWaypoint = getWaypoints(enemy.position)[0]


// getClosestPointOnHazard(p1)
//
// getClosestPointOnHazard is a built-in function that finds the closest point on the
// surface of an arena hazard.
// It takes 1 argument:
// p1 = position #1 (a map of x, y, z values)
// getWaypoints returns a position map of the form {x0,y0,z0
// Example usage: hazardPoint = getClosestPointOnHazard(myRobot.position)


// driveToward(p1)
//
// driveToward is a built-in function that computes the drive (forward/backward) signal
// required to drive toward a point.
// It takes 1 argument:
// p1 = position #1 (a map of x, y, z values)
// driveToward returns a number: +1 = forward, 0 = stop, -1 = backward
// Example usage: drive = driveToward(nextWaypoint)


// turnToward(p1)
//
// turnToward is a built-in function that computes the turn (left/right) signal
// required to drive toward a point.
// It takes 1 argument:
// p1 = position #1 (a map of x, y, z values)
// turnToward returns a number: +1 = right, 0 = stop turning, -1 = left
// Example usage: turn = turnToward(nextWaypoint)



//// USER-CREATED FUNCTIONS

// isVector is a fuction that tests if the given map has x, y, and z components.
// It takes 1 arguments:
// v = some variable
// example usage: if isVector(myVariable) == true then
isVector = function(v); vx = v.hasIndex("x"); vy = v.hasIndex("y"); vz = v.hasIndex("z"); if vx*vy*vz == 1 then; return true; else; return false; end if;end function
   
// getDistance is a function that computes the distance betwen two points in meters.
// It takes 2 arguments:
// v1 = position #1 (a map of x, y, z values)
// v2 = position #2 (a map of x, y, z values)
// example usage: distance = getDistance(p1,p2)
getDistance = function(v1,v2); return sqrt((v2.x-v1.x)*(v2.x-v1.x) + (v2.y-v1.y)*(v2.y-v1.y) + (v2.z-v1.z)*(v2.z-v1.z)); end function
       
// getMyRobot is a function that returns a map of our robot.  Sometimes our robot is not robots[0].
// It takes no arguments.
// example usage: myRobot = getMyRobot()
getMyRobot = function(); for robot in robots; if robot.tag == myTag then; return robot; end if; end for; end function
           
// getNearestEnemy is a function that returns a map of the closest robot to us that is not us.
// It takes no arguments.
// example usage: enemy = getNearestEnemy()
getNearestEnemy = function(); pos = getMyRobot().position;nearestEnemyDistance = 1000000;nearestEnemy = {};for robot in robots;if robot.tag != myTag then;testDistance = getDistance(pos,robot.position);if testDistance < nearestEnemyDistance then;nearestEnemyDistance = testDistance;nearestEnemy = robot;end if;end if;end for;return nearestEnemy;end function
               
               
//// MAIN EVENT LOOP
///This is our main event loop.  It runs continuously.
// In order to  keep running, it needs the following:
// An opening statement: while 1
// A bunch of events to execute
// A brief wait statement: wait(0.01)
// A closing statement: end while
               
while 1

    // Get a reference to self and nearest enemy.
    e = getNearestEnemy()
    me = getMyRobot()
   
    // Always try to attack.
    drive = driveToward(e.position)
    turn = turnToward(e.position)
   
    distance = getDistance(me.position,e.position)
    if(distance < 2) then
        button1 = true
    else if distance >= 2 then
        button1 = false
    end if
    aistate = "attacking"
                   
    // If inverted, try to self-right.
    // Do this by driving backward and turning button1 on.
    // Depending on the location of the self righting mechanism,
    // this might need to be assigned to a different button.
    if me.upValue < 0 then
        if floor(time)%4 < 2 then
            drive = -1
            button1 = true
        else
            drive = 1
            buttonn1 = false
        end if
        aistate = "self-righting"
    end if
   
    // If immobile, try to get unstuck.
    // Do this by driving forward, then backward, toggling button1 on and off
    // every 2 seconds.
    if me.isImmobile() then
        if floor(me.immobileTimerRemaining)%4 < 2 then
            drive = -1
            button1 = false
        else
            drive = 1
            button1 = true 
        end if
        aistate = "trying to get unstuck"
    end if
   

    yield
end while
               

The kinda stuff I'm already stumped with is how to define the smart zones, how to link them to certain motors & pnumatics, ect.
I figured once that is underway the game's AI will really be able to take shape amongst all of us!

Feel free to add and discuss as you want to below! :)

137
Broken or not - I still get hyped like a kid on sugar when I read there's a new build hahaha!

138
Also, does anyone have featherweight spinner data that I can use to calibrate the air drag model for featherweight spinners?

Same question for beetleweights.  Does anyone have real life beetleweight spinner data?

If you don't mind me suggesting, one good place to go for this would be the Fighting Robot Association (FRA) Forums. If you're a UK/European roboteer it's basically where you need to go to stay in the loop of anything and everything.

Apologies if you have already tried this place/had it suggested, but I am certain there would be some good, generous roboteers on there who would be able to help you out!

139
It's worth pointing out that this does not exist in reality. Every robot you see is running large gearboxes, geartrains, or chain/belt drives to gear down continuous rotation motors enough to be effective drive, or effective at lifting an opponent.

Not gonna lie, I was thinking that a cool addition to the game could be gearboxes. Similar to how the Pulleys & Chains currently work, but its a standard box with an axel that can be attached to motors to give them a higher ratio for torque and speed control, and making them flatter and more space conscious than the pulleys.

I must admit though, I absolutely LOVING the current pulley and chain systems! I think they are an amazing aspect that just puts the game even further over any other currently on offer.
The flipper pneumatics are fun aswell, but I do have to agree in regards to the flippers easily breaking. Otherwise - my flipper boys can finally work properly - yay!!

One other bug I've noticed on my game (I haven't seen it mentioned on the thread yet so apologies if it's been bought up elsewhere) but certain 'custom' components seem to go either completely black, gain a huge black outline around them, or both. I'm also experiencing the glitch where some components are getting the white boxes around them in the arena, have a blue tinge to them and look very dull, flat and matte.

Speaking of the arena though, I think what you've done with the lighting effects and introduction before fights is PERFECTION. I would have loved to have somehow incorporated elements like those into my RA2 arenas but the game was never advanced enough to do it properly so this aspect really excites me! (It's the little things lol)

140
I noticed you’ve included flippers in the next build. Out of interest -  is the same damage physics rules that’s been built for the spinners going to apply to flippers? (E.g, the kinetic force from both being launched and hitting the ground at greater speeds = more damage?). I feel like that’s something which RA2 was definitely missing, hence why the only real competitive ‘flippers’ where the pop-ups.

Cannot wait for the new build!!!

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