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Messages - DuckRA2

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141
Stock Showcases / Re: Sage's Showcase
« on: July 25, 2011, 12:21:28 AM »
Would blend nice with the whites of his eyes if the sharp claw part was white, but it is good

142
Stock Showcases / Re: Sage's Showcase
« on: July 25, 2011, 12:11:22 AM »
that would really be cool with blue claws!

143
Modifications / Re: RA2 Promod
« on: July 24, 2011, 04:33:43 PM »
I will do it anyways just for myself and some friends. I will post and significant progress.

144
Modifications / RA2 Promod
« on: July 24, 2011, 04:12:56 PM »
There's promod for cod4, counterstrike,... why not one for Robot Arena 2?


I'm basically slowly working on a promod for Robot Arena 2. A couple main goals are to balance and remove components as well as create more efficient skins(kind of like what fotexp is doing) In addition to component balancing, useful attachment points will be added.  I also plan on making AI that has levels sort of. For example team 1 is a beginners team, team 2 getting tougher, team 3 tougher... The bots that are tougher to beat will also demonstrate more advanced building techniques as you go up. Relating to things like chassis usage, stacking, weight usage... you name it!


Some things that have happened:
-Control Board weight = 1.0
-redbird and angle motors weight = 16.0 (power and consumption will be altered)
-zteck(hp) weight = 45.0 (made more powerful)
-shineywheel, mini wheel, rubber wheel, and slipper bottom are the wheels that will be kept in game. So far the shiney wheel has been given less traction and a weight of 10.0
-y connector and t connector both weigh 2.0
-chewblade and cheat components have been removed
-precision grid in botlab on robot's base


Some planned things for components:
-the sawblades will be given more damage
-Keeping all batteries and air tanks.
-2nd attachment point for the control board
-give square extenders more hitpoints (make them stronger)



Here is what a level 1, or maybe 2 considering it is invertable, lightweight bot





A song I am composing for the botlab!




sounds good?

145
Game Development / Silly little test (the new RA2)
« on: July 24, 2011, 03:46:20 PM »
I present RA2 in game maker!!!









The red squares simulate damage on the components, I put hitpoints on a few components. After 5 hits on the iron spike, it falls off, 10 for the wheels...

146
Discussion / Re: A blast from the past... Checkin' da archives.
« on: July 24, 2011, 03:42:33 PM »
not actually a donut, there is a seam

147
Modifications / Re: Robot Arena 2 Lite
« on: July 23, 2011, 04:57:54 PM »
I have been working on a mod kind of similar to this.

148
Creativity Showcase / your homemade wall papers
« on: July 23, 2011, 03:32:57 PM »
here is one I just made, simple with a portal cubish thing





or


http://imageshack.us/photo/my-images/855/portalcube.png/

I didn't get to upload the full quality one because gtm and imageshack said it was too big


149
Off-Topic Discussion / CD booting is not working and other crap
« on: July 21, 2011, 04:14:53 PM »
So my replacement hdd for my crashed laptop came in. I thought setting it up would be easy... oh I was completely wrong. The hdd is snug and detected by the bios and the functional ubuntu I installed on it by usb. The reason I installed ubuntu was because all those stupid disks from gateway/acer didn,t  work. The cd boot seemed to just ignore them all even when I set priorities in bios. Before I had linux installed, it came up with some PXE-E61 error, now it totally ignores them. Next I tried my trusty windows XP disc. A miracle, this one actually boots occasionally in like 1/8 boots. But then when trying to install XP, it gives me a bunch of "UNKNOWN DISK" and "THERE IS NO DISK IN THIS DRIVE" bs. All I want to do is install windows XP or make the recovery disks work so I can get my windows 7 running again.

150
Stock Showcases / Re: Sage's Showcase
« on: July 20, 2011, 03:11:40 PM »
nice nice, lovely oldschool poker bot

151
Existing Games / Re: Combat-Zone put into another game
« on: July 19, 2011, 03:51:24 PM »
thanks for the support guys


here is what the hazards are like, I just haven't put in the rising spikes and the actual look of them. I try to show where the hazards are by shooting them.



152
Existing Games / Re: Combat-Zone put into another game
« on: July 19, 2011, 12:11:02 AM »
maybe I should put moving robots that can hurt you!


Edit: Just got down how the spikes and stuff is going to work, there will be an invisible push force zone, sorta like an invisible jump pad that shoots you up in the air like in RA2, and it also hurts you, just like spikes/sawblade. It actually works pretty well.

153
Discussion / Re: A blast from the past... Checkin' da archives.
« on: July 19, 2011, 12:09:58 AM »
^^^

154
Existing Games / Combat-Zone put into another game
« on: July 18, 2011, 11:51:00 PM »
So I just made a Combat Zone (yes the one from RA2) map for quake 3, I will post pics in a second. I am actually going to add the hazards, but i haven't yet because I have only spent around 15 minutes on it. I also plan on making it for cod4 and cod5.


Edit: here it is, as a first run of the map, I didn't expect the lighting to be perfect, and I need to figure out the opacity stuff for the windows.




155
Discussion / Re: A blast from the past... Checkin' da archives.
« on: July 15, 2011, 06:43:00 PM »
isn't that the glitch some guy found and then claimed he could explain it but wasn't able to?

156
Off-Topic Discussion / Re: Robot Arena 2
« on: July 15, 2011, 02:52:51 PM »
I think my vid is intenser :D

157
Off-Topic Discussion / Re: Robot Arena 2
« on: July 15, 2011, 12:58:16 AM »
what sort of cheats do I appear to be using?

158
Other Tutorials / Re: HAX MODE REVEALED - Your Guide to Superstacking
« on: July 15, 2011, 12:07:42 AM »
I wonder if some weird glitch I ran into a while back has something to do with this.

159
just curious but why do you need left and right? aren't you just going to build one side and basically symmetry it?

160
Off-Topic Discussion / Robot Arena 2
« on: July 14, 2011, 07:40:24 PM »
I got bored and did this.



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