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Messages - ianh05

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1661
Challenge Board / Re: Stock Mini Challenges.
« on: June 21, 2012, 01:34:14 AM »
Mini-BOT-CHOY Beginner:



Leaderboard:

Rank:1  Name:ianh05  Points:1
Rank:2  Name:N/A  Points:N/A
Rank:3  Name:N/A  Points:N/A
Rank:4  Name:N/A  Points:N/A
Rank:5  Name:N/A  Points:N/A

Also note that if you get 2 achievements in 1 you get points for both, for example david vs goliath gives you 13 points if you don't have flipping awesome already.

1662
Stock Showcases / Re: Suede's Stock Showcase
« on: June 21, 2012, 01:22:41 AM »
are you being sarcastic?

click is never sarcastic when it comes to giving feedback, you should also browse his showcase for inspiration as he builds the most unique combat effective bots I've ever seen :)

1663
DSL TC Showcases / Re: GRB 090423's DSL Showcase
« on: June 20, 2012, 06:10:54 PM »
*Go to image host.
*Upload image.
*Copy "Link for forums".
*Paste in your post.

Also it's a good idea to take a screenshot of the insides of your robots so we know what's in it.

1664
Stock Showcases / Re: NFX.showcase/stock
« on: June 20, 2012, 05:22:51 AM »
The motors are exposed more to lucky side attacks I meant where as my motors were directly behind the middle of the plow, front on it's fine :) shame I don't have my old bots anymore or I could have sent you maniac 2 to test out.

1665
Stock Showcases / Re: NFX.showcase/stock
« on: June 20, 2012, 04:25:25 AM »
reminds me of something i built back in the day when i was building loads of lightweights:



3rd bot in the top row, can't remember if it was plastic or DSA though (probably plastic). Not to sure which would be the more effective design, weapons apart or together.

I like the idea of knocking the opponents bots into the FS but it exposes the motors more

1666
Challenge Board / Stock Mini Challenges.
« on: June 20, 2012, 03:14:12 AM »


Info:

This thread is for people to complete challenges with the Stock Mini's AI Pack and post videos/pics(depending on challenge) of their achievements. There is a leaderboard that people can update everytime they post 1 or more achievements.

This is something for people to do in their free time and no AI'ing is needed! The more difficult and/or time-consuming challenges are worth the most points.

Compete for top place on the leaderboard to show your awesome Mini driving/building skills!

Rules:

1.You can use any Antweights for these challenges (unless a specific bot is stated) as long as they have controlled movement, use only stock parts (including hidden AI parts) and use no hax mode/AAM/any other bot editing etc. Common in-game glitches such as the axle-loading glitch are allowed.
2.All Battles are to take place inside the Mini Combat Zone Arena unless stated otherwise.
3.These Challenges are to be completed against Stock Mini's AI Version 1.1 which can be downloaded from my signature or the Stock Mini's AI thread.

Challenges:

-I will continue to post new challenges as more ideas come to me.

Easy (1 point each):

*Mini-BOT-CHOY Beginner - Defeat 10 different mini's with Mini-BOT-CHOY. (Pics or Vids)
*Mini-Sting Ray Beginner - Defeat 8 different mini's with Mini-Sting Ray. (Pics or Vids)
*Mini-Atom Smasher Beginner - Defeat 10 different mini's with Mini-Atom Smasher. (Pics or Vids)
*Mini-Walrus Beginner - Defeat 8 different mini's with Mini-Walrus. (Pics or Vids)

Medium (3 points each):

*Mini-BOT-CHOY Veteran - Defeat 20 different mini's with Mini-BOT-CHOY. (Pics or Vids)
*Mini-Sting Ray Veteran - Defeat 14 different mini's with Mini-Sting Ray. (Pics or Vids)
*Mini-Atom Smasher Veteran - Defeat 18 different mini's with Mini-Atom smasher. (Pics or Vids)
*Mini-Walrus Veteran - Defeat 16 different mini's with Mini-Walrus. (Pics or Vids)
*Flipping Awesome - Defeat any Mini with Mini-Forkie. (video)

Hard (10 points each):

*Gauntlet - Defeat Mini-Minesweeper, Mini-Flaming Whizzer, Mini-Backyard Ripper and Mini-Fury in consecutive matches with the same antweight robot without losing. (Video)
*Mini-BOT-CHOY Master - Defeat 30 different mini's with Mini-BOT-CHOY. (Pics or Vids)
*Mini-Sting Ray Master - Defeat 24 different mini's with Mini-Sting Ray. (Pics or Vids)
*Mini-Atom Smasher Master - Defeat 28 different mini's with Mini-Atom smasher. (Pics or Vids)
*Mini-Walrus Master - Defeat 26 different mini's with Mini-Walrus. (Pics or Vids)
*Dropping The Hammer - Defeat any Mini with Mini-C.R.U.S.H. (Video)
*David VS Goliath - Defeat Mini-Flaming Whizzer with Mini-Forkie. (Video)

Leaderboard (copy, paste and edit the leaderboard when you post any achievements):

Rank:1  Name:ianh05  Points:1
Rank:2  Name:N/A  Points:N/A
Rank:3  Name:N/A  Points:N/A
Rank:4  Name:N/A  Points:N/A
Rank:5  Name:N/A  Points:N/A

(I was unsure which tournament section this fell under.)

1667
Hax mode seems to overpowered for me, the glitches we've been using for the past number of years are enough for me and AW's don't use many glitches at all. At the moment the only glitch I use for my antweights is the axle loading glitch.

It's not really a case of the decimals as the fact that I'm just always looking to improve my AW's :P with that .9 shaved off i could use an actual tribar instead of round extenders which would increase the amount of damage the weapon extender can take before falling off.

1668
what hax mode? I do all bot building in the lab, i use glitches etc. but that's all (hope that answers the question).

1669
the chassis alone weighs 11.9, I'm trying to shave off that .9 to open up a few more options :P

1670
The bot will be good up unil it meets an actual HS or drill or whatever.
 
I tried an axle HS before, the result is that they all apart in seconds because there is no "pushing".
 
HS vs HS fights are decided by the HS weapon speed, not for damage, but for the hits. The slower HS will always take a knock to the extender and do less damage because all the speed it from the powered HS and thus less. As such, the weapons fall off easily.
 
Rammers though, it's an alright idea.

I believe you can only have a maximum of 2 razors on a motor for antweights IIRC (atom ant has 2 i believe) so I will have to test this against them to see if it's an improvement, either way this will help me make better mini's for bots like absolute chaos etc. Also AW weapon motors don't usually spin fast anyway due to lack of batteries.

do the irons roll into the back often ?

Don't understand what you mean exactly but the point of putting the weapons on the axle is to make them rotate while in combat, IMO it's a combat worthy concept for antweights.

I have put Triforce on the botexchange for people to test.

1671


Finally got the control board stacked under the motors inside the battery, so now it doesn't tip over :)....still got beaten by Mini-Coal Miner >.<

Will have to do some AI testing with it, seems like it could be a great AW HS.

1672
Just tested it against my mini-AC and it (mini-AC) got a lucky hit on the extender with 2 irons on it -.-

1673


Woot, can now make a Mini-AC with 3 rotating maces :)

1674


Working on a 3 iron/mace AW (with controlled movement) HS I'll probably have to redesign the chassis fully so there's 0 unused space.

1675
Existing Games / Re: Epic uses for the Wii U gamepad. (be creative!)
« on: June 11, 2012, 09:21:56 PM »
Periscope.
You could turn the gamepad around to get a full 360 degree view of what above the water:


1676
Tournament Archives / Re: The Stock HW 256-bot ubertourney REDUX
« on: June 11, 2012, 07:16:59 PM »
Match 13: SandStorm vs strobe lights (lol ian is fighting himself)
Fight 1: strobe lights wins by KO
Fight 2:SandStorm wins by TKO
Fight 3: strobe lights wins by KO

lol, perhaps i should have entered strobe lights instead of sandstorm into BBEANS >.> sadly my original was even better then the remake.

1677
Existing Games / Re: Games you think are underrated
« on: June 11, 2012, 05:10:34 PM »
Jade Cocoon (PSX)
Full Throttle (PC)
Robot Arena 2 (PC)
Slipstream 5000 (PC)

just to name some.

1678
Existing Games / Re: Epic uses for the Wii U gamepad. (be creative!)
« on: June 11, 2012, 05:08:18 PM »
The second screen has another major benefit that hasn't been mentioned. It can be used as the primary screen when the television is turned off.

we already know about that one, it was shown in the first reveal trailer :) I'm looking for brand new ideas of how it can be used with games.

In terms of uses for the Wii-U, A sequel to Eternal Darkness could be amazing.
 
 
 
  you can use this to illustrate.

1679
Existing Games / Re: Epic uses for the Wii U gamepad. (be creative!)
« on: June 10, 2012, 07:17:33 PM »
A touch screen allows for controls to be built around a program, that's the major benefit (the only real benefit other than "oh look at me I am fingering the screen of my electronic device"). If touch screen technology is as advanced as many companies are saying, why not then base the whole controls system around the concept rather than just slapping a big ass screen in the middle of a controller and using it for some more artificial set pieces, or some extra menus.
It seems to me like the WiiUs controller is going to be treated the same way the DS controls system ended up being treated. This could be avoided if they sort out their software management, but I haven't seen any evidence of them doing so so far (but i could be wrong in that respect, given their losses this year, I imagine Nintendo must be doing something to rectify the problems they suffered from last gen.)

if it was only a touch screen it would be just an ipad and that doesn't play hardcore games well enough on it's own, it really only play games like angry birds and fruit ninja well. By adding the touch screen you don't just add the options for more keys and better UI setups but you also have that second screen, which no other system has to act as a different point of view. That different POV can be used amazingly in multiplayer games and also in single player.

-If the controller wasn't any different people would say "lolclone" as seen by the response to the pro controller (xbox copied sega just FYI).
-the controller is different and people call it a "gimmick" or just crap.

it's a lose lose situation thanks to the silly gamers out there, no matter what a company does to innovate and give us something new to play with there will always be haters. I remember back in the day you could play on any system you wanted, there was none of the fanboy nonsense and any step forward in gaming was welcomed by anyone, it's no wonder most gaming genres are "stuck" like FPS and racing games diving us basically the same game for the past 10 years it's because they are scared to do any big change while their newly skinned rehashes sell like hotcakes.

Talk to some retro gamers, gamers who have been gaming since the atari 2600 and they'll mostly be excited for the new options that the controller brings as they were around when we just had a stick and a couple of buttons lol.

Either way this isn't a topic for opinions on the Wii U (you can make another topic for that), it's meant to be just a fun topic for people to be creative and illustrate ideas on how it could be used in games.

1680
Existing Games / Re: Epic uses for the Wii U gamepad. (be creative!)
« on: June 09, 2012, 02:38:56 PM »
solitanze over at the ign board thought up this that i found interesting:

(Image removed from quote.)

also my thoughts on why watch Dogs should be on Wii U:

(Image removed from quote.)

The problem is, you're still breaking immersion by making the player have to look away from their TV screens, and on to the little screen on the controller.
It's not adding realism or helping the action of gameplay, really it's just breaking the realism and immersion of the game in a different way.

I think touch controls could be the way of the future for games, but I also think that Nintendo have taken the wrong approach to it.

you're not breaking immersion at all imo, your character goes to use his hacking device then what it would look like to your character appears in your hands, it'll make you feel more like the main character and less like someone controlling pixels on a screen. You looking at the screen would be exactly like your character looking at his, how is that not more realistic and immersive then a UI that pops-up on the screen?

how is nintendo going the wrong way with touch controls? a touch screen is really the only logical form of touch control you can have for a gaming console. Nintendo also has no control over how game developers choose to use the touch screen all they have done is give them the option to use it however they want.

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