I think that it deals with what is called an 'Alpha' channel. It's another channel, in addition to RGB. And yes you can do that with Photoshop. I've skinned arenas and other objects using it for transparent sections. Look under 'Help' and you should find it there. If you still can't find it, then let me know.....
Sage left the stock txt, component directory, and gmf. The "Styles = Default" only was changed to accomodate the new styles, which are not stock. And he is aware of the parameters of use.
If a bot is hit by 3+ cannon balls symultaneously, and just right, then this will happen,... although often the bot is just totally anihilated with no trace or such fireworks display.
This was a cool looking glitch. This one-man combat vehicle, armed with 4 of madbeaver's cannons and 4 of ACAMS' (unreleased) Machine guns, both on a Rotory Gatlin-Gun system, obliterated the other bot in it's track (leaving only the wheels... hehe). I wish I'd had Fraps running, because the sparks were flying more than I'd ever seen...
Pys, nice and original. Could you show some inside pics? Don't know it's weight..... but, what is/are the advantage(s) of the 4WD? In case it loses a motor/wheel is one I can think of.... Whatever its advantages, I was also thinking of instead bolstering its weaponry for increased offense....
The coding to determine the winner of the race is not a problem guys. Guiding an AI to race you instead of fight is more involved. I think this was CB's focus,.. gettting the AI bots to RACE from A to B without any SKIRMISHES on the way...
CB: I was thinking of having a Hazard of some kind collapsing, not the walls; maybe saws, fire, laser beams (hehe). So 'force' wouldn't be an issue this way.
K-3: Though it's still beta, I did manage to make an arena without a 'set' (permanent) arena, but it is only inserted and thus changable, Thus the floor shrinking could be done this way pretty easily. Not thought of this kind of Hazard before. Cool.
P.S. anyone know how i can have a list of skins in-game, like how you select extender lengths or baseplate anchor angles?
Yea Sage, that should be do-able. PM me and I'll explain. I really like the spike skins. The one looks like it was heat-treated or something....
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Quote from: somestrangeguy;8921
I dont know, but i once made a cheat Ironpike wich had its own fodler, but it still used the same named skin as the origional one, but i skinned it different. Then the game had the spike change skins at random times for both spikes, like sometimes the skin was that of the cheat spike on both and vice versa, but it only changed as i started up the game.
SSG: That's because the exe fortunately/unfortunately looks for a skin-name only to the depth of the 'Components' directory, and not to the specific component's folder "darkspike". Thus it's a matter of chance which one it finds first. It's the same in the "Arenas" directory. If you go into the gmf and change its name to something not used, you'll have no problems.
how about another version for compressor arena in the dsl tournament arena where the compressors quickly drop from the ceiling in certain parts or the arena . Idea 2 a tug-o-war arena where robots pull your attached by a rope and you have to pull the opposition into the pit full of tires or chainsaws or other hazards
I was actually thinking about your ideas... The vertical (dropping) 'Compressor' has been done by Firebeetle's 'Small' arena. The Tug-of-War one is a good idea, but you'd have to attach the 2 bots somehow... Pushing each other from a central platform off of the rearward edge might be a better idea. (EDIT: Another thought... You could make a gmf object that would have 2 inverted, open box enclosures, one over each bots starting point, that were connected. This could be native to the arena gmf, or inserted. As soon as the buzzer sounded, they would both try to pull each other into the pit of hazards:
Quote from: 70 CUDA;8728
sry man my ideas are to complex for you to make no offense ment man but i glade to see your gonna try your hand at it.
Well then maybe you could give him a hand to help orient and teach, as I'm sure some have probably helped you. And I think you are well qualified...
Well I actually have what could be termed almost another version/update of DSL. I think Trov. was going to go through it for me.
And I have also started an RA2 'Combat Version', where the whole game is dedicated to a military theme. All of the AI are exclusively realistic Combat Vehicles. Both Exhibition and Events would involve realistic military foes and arenas. You'd be given a couple basic military vehicles to start, but you'd have to start honing your military vehicle building skills. There'll be some new military components too that MadBeaver, ACAMS and I have made. Trov. and 70HC have offered to help with this version.
I've also written a couple self-quizing vocabulary games.. I know...boring to most, but helpful to memorize vocab...
Very good Sage. Is it possible to change the skin of the round extenders in a way to make the side attach points visible, or just to have another colour for the face where the points are? It would be easier then, to turn them to the desired position.
Cooker, I put a little notch or mark on the skin where the AP is (experiment some), then when you rotate the extender, it is much easier to track... (save an original back-up skin).
Sage, I really like your cool skins. I had a couple new components that I could use some help skinning, if you've time. One could be to give the USS Enterprise, ACAMS made for me, a little more detail. Let me know(PM or whatever).
Nice bot Sage. Looks tuff. Is this a potential Tourney bot? How does it Self-Right, .. very well?... very quickly? What about on its side? Looks effective...