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Messages - Clickbeetle

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1661
Tournament Archives / Re: BBEANS6 Brackets&Videos
« on: September 25, 2010, 08:09:10 PM »
Edit: Why is the final video called Justincase?


What?  I was not aware of this...


It must be because when I was making that fancy intro, I was paranoid that WMM would randomly crash and I would lose half an hour of work, so I saved the project file and called it justincase, as in just in case a crash happens.  (Incidentally, none did, but I bet if I didn't save it would have crashed.)  Then it must have put that name somewhere as a "title".

1662
Tournament Archives / Re: Metal Mayhem Awards
« on: September 25, 2010, 06:50:58 PM »
- SFTW Award- Dirt Devil 2
 
- Best Design- Repulsor
 
- Best Paintjob- MeaCulpa 2
 
- Unluckiest Robot (BTRSHDBBDDTBL)- Epicycloid (Honorable mention: Repulsor)
 
- Best Battle- errrrm it's been so long, I forgot many of them, so imma just say the final.  That was pretty good I think.

- Funniest Moment- seeing T72 and thinking, "NO WAY IS THAT A 6WD HPZ MW RAMMER?????//"

1663
Tournament Archives / Re: BBEANS6 Brackets&Videos
« on: September 25, 2010, 06:36:29 PM »
The finals, rumble, special Champion's rumble (featuring the BBEANS6 Champion, Firebeetle, Naryar, and MikeNCR), and the LAST two grudge matches (Terrible Sight vs. AtaxiA and That Spike Thing... vs. Bot with spinny thingy, both by request) are up!


And that concludes BBEANS6.  The awards thread will be up shortly.  Wow, it's almost hard to believe it's really over... that was a lot of videos I had to record.  It almost became like a daily routine.


Congratulations to




As for those wondering about BBEANS7.  I actually haven't given it much thought.  It could be a simultaneous AW/BW tournament (real life events allow multiple weight classes after all), or if I'm going the simultaneous classes route, it could be stock LW/MW/HW where you pick one or two classes to enter.  Even if I get DSL3 mostly done by the time I'm ready for BBEANS7 though, I don't think I'll do a DSL3 BBEANS, because BBEANS6 was just DSL.  I'd like to do something stock.


Or, depending on how popular it is, I could do a Backlash BBEANS...


On another note, I may do something totally new and unrelated to BBEANS.  I have some other interesting tournament ideas I might like to try out.  Don't think that means I would permanently stop BBEANS, though.


Long story short: BBEANS7 = I don't know.  (I know that won't stop rumors from spreading though.)

1664
DSL TC Showcases / Re: Virus Bomb DSL Showcase
« on: September 21, 2010, 11:12:20 PM »
Hit the weak spot for massive damage!


Cool bot, looks powerful.  How many hits does it take to break a shell?

1665
DSL TC Showcases / Re: Craaig's DSL Robots!
« on: September 21, 2010, 11:08:04 PM »
Bigger-diameter weapons are almost always better on undercutting HS.  The goal of undercutters is to rip off all the low weapons on shell spinners and then hit the shell panels and chassis, while leaving the high weapons untouched.  If the disc is too small, then HS's will just turn into overcutters and rip off your weapon motor.  Look at how big I had to make the weapon on Undertaker (in my showcase)--a large DSL disc with Robot X swords.  Any smaller than that and the E-tek would get hit.


Also, you need something on the bottom of the disc to keep the weapons off the ground--a hex plate or a multiextender works well for this.  For the gryo dancing, a smaller weapon motor would help, or perhaps some rear stabilizers.


On Blood Orange 2, you have 4 extra kgs.  You might try attaching 40cm poly skirts to the back of the flipper segments (which will need to be rotated to get the angle right), and then attaching the drive to the side of those.  It won't look as nice but it might be more stable.

1666
DSL TC Showcases / Re: Sage's Showcase
« on: September 21, 2010, 10:42:49 PM »
nice job... so you gonna change sides now ? :P


I hope not... stock needs as many good builders as it can get.  The stock section is kind of dead right now.  (Though that probably has to do with the lack of stock tournaments.  I've noticed that the number of people posting either stock or DSL bots tends to fluctuate with which tournaments are in signups (particularly BBEANS).  Since BBEANS6 just happened and was DSL LW, and Clash Cubes IV is on the horizon and is also DSL LW, the DSL showcase should stay lively for some time yet.)

1667
Stock Showcases / Re: Gazea2's Stock Bot Bananza!
« on: September 21, 2010, 10:19:01 PM »
Cool side hammer.  I would use Snapper 2's though... smaller, lighter, and you only need 1 Supervolt to power them.  And you need all the weight you can get for a MW side hammer.


A DDT side hammer is cool in its own way though.  Can it really beat popups?

1668
Robots Showcase / Re: twisted sick robotics
« on: September 21, 2010, 09:54:15 PM »
I think he is trying to interpret a dying breed of robots into each of his designs, Good Job!


Shufflers (this is not actually a true walker, but a shuffler, like the original Son of Whyachi) get a slight weight bonus, so he is able to use a bigger blade.  This ain't no dying breed here... I expect that this Szalor is going to be a monstrously powerful AW.

1669
Tournament Archives / Re: BBEANS6 Brackets&Videos
« on: September 21, 2010, 09:46:04 PM »
Thoughts



1670
Modifications / Re: An RPM-monitoring AI
« on: September 21, 2010, 09:23:20 PM »
*downloads*

I'm going to try and implement a RPM-measuring thing in Omni.py

Edit: lol it already is in NAR AI :P


SpinupOmni2 already has all the capabilities of Omni.  Adding RPM measurement to Omni would just be basically reinventing the wheel. :P


@apanx: Awesome!  Why didn't I think of doing that?  Such a simple solution...


Now maybe I can make the RPM calculator more accurate.


On a side note, although the 1/30 second cap seems not to apply to apanx's FBS.py, a tick interval of 1/30 second does seem to work just as well as 1/1000.  However, just in case, I implemented some code into my reduced-lag version that lets you set the tick interval in Bindings.  Just add 'Ticks':x to the bot's AI, where x is how much to divide the default tick interval.  So 'Ticks':2 halves the tick interval to 1/16 second, and 'Ticks':3.75 makes it 1/30 second.

1671
Tournament Archives / Re: Scrapheap Challenge
« on: September 21, 2010, 08:55:45 PM »
are there any problems with the rules, i want to get them sorted before anything else


Is it best 2 of 3 battle format, or just 1?


And what will you do if someone enters and you give them their component list, but they never send you a bot?


Possible alternative: post all of the different component lists for everyone to see, so when people enter they will already have a bot all ready.  The only downside to that is that you could get multiple bots using the same component list, but if they're balanced enough then overlap should be minimal.

1672
Tournament Archives / Re: BBEANS6 Brackets&Videos
« on: September 21, 2010, 08:26:35 PM »
Loser's bracket semifinal is up, along with two more grudge matches: Reier's Avatar 3 vs. S Cargo, and Acornia 3 vs. ReActive.


FOTEPX wanted a match against any other bot, so I assigned a number to every bot, generated a random number, and came up with ReActive.  :trollface   I told you to be careful what you wish for... but seriously, the match is actually close.

1673
Chatterbox / Re: Tottalyy Terriblee Robboticss
« on: September 18, 2010, 10:11:40 PM »
I'm sorry, I didn't understand what was going on in any of those.  You need to have your characters talk more about what they're doing.


Also, the animation is really choppy.  I know you're drawing all the frames individually by hand, but you should be able to get a few more in.

1674
DSL TC Showcases / Re: Pwnator's DSL Showcase
« on: September 18, 2010, 09:34:14 PM »
Don't worry, its wedge sucks (too bad).


Did you remember to put in wedge ballast?

1675
General Support / Re: Popup AI Crashing
« on: September 18, 2010, 07:46:30 PM »
In that case, try pausing the game before loading the bot.  If it's simply a matter of taking too long to load, pausing should fix it.

1676
Discussion / Re: Raging DSL MWs
« on: September 18, 2010, 06:23:57 PM »
From now on, PLEASE put your videos in spoiler tags.  This page took about 10 minutes for me to load.  :dead:


Edit: not this page, the previous one.

1677
Tournament Archives / Re: BBEANS6 Brackets&Videos
« on: September 18, 2010, 05:29:20 PM »
Loser's Bracket quarterfinal and winner's bracket semifinal is up!  Also two grudge matches: Bot With MOVING Spikes vs. Bot with spinny thingy, and Power Surge vs. Power Surge 3.


Oh, and don't miss Power Surge vs. Power Surge 3.  This is the first match that is incontrovertibly worthy of a 5-star rating so far this tournament.  Rather ironic that the first (and possibly only) 5-star match should be a grudge match...


So now we know one of our finalists, and the other one is just one battle away.


Also,




FOTEPX: it depends how much time I have.  I can't do all the grudge matches that are requested, but I will see if I can fit Acornia in somewhere (however, be aware that you might lose again.  Be careful what you wish for.  ;) )

1678
Existing Games / Re: Recommend a Game Thread
« on: September 15, 2010, 11:07:35 PM »
Might I make a suggestion that you recommend only games that other people might not know about (like Dark Messiah, I haven't heard of that).  I think most people know about games like Pokemon, Halo, Half-Life, etc. and most people who would want to play them, have.


Now,


Golden Sun/Golden Sun: The Lost Age
Platform: Game Boy Advance
Undoubtedly the best RPG I've played (and I've played several).  It doesn't do anything radical, it doesn't break any new ground, but it does everything an RPG is supposed to do, and it does it excellently.  The graphics are good enough for a DS game (and still better than many!), the story is engaging and involves a few unexpected twists, the dungeon design is brilliant with many cleverly crafted puzzles, the music is memorable and distinctive, it's long and it's challenging (some of the secret bosses are truly diabolical), and there is a plethora of items and abilities to get (you could easily spend a year just trying to acquire all of them).  It even has a multiplayer battle mode, a rarity for RPG's.  The ONLY thing I can think of that could possibly be called a shortcoming is that the game doesn't give players much incentive to play with the class-change system--the default classes seem to work best.  (Or perhaps I just haven't found the right strategies to use.)  But the sheer awesomeness that is 99% of this game overwhelms any possible complaint.  And now is the perfect time to find a copy on eBay or something and play it, with Golden Sun: Dark Dawn scheduled to come out on DS.
(Fun fact: the Golden Sun games are the only RPGs that I have fully played through twice.  If I had more free time I'd even play through a third time.)
(I sound like an advertisement, don't I?)

1679
Off-Topic Discussion / Re: GTM land!
« on: September 15, 2010, 09:20:27 PM »

It's about time I try my hand at these.





(There's an extra N in GNONWDKHTTCC because he's a noob and doesn't know how to spell.  Totally not because I didn't notice it until I already copied it into other frames.)


(And if you're wondering why 090901:)

Make me a person who gets killed in every comic


You're welcome.  :mrgreen:

1680
General Support / Re: Popup AI Crashing
« on: September 15, 2010, 09:02:18 PM »
Hmm... you know, in theory, if you don't set NoChassisTime in Bindings, it uses a default value of 2... but I've never tried it.  It's possible that I made a mistake and it's crashing because you don't have a NoChassisTime set.


Try adding 'NoChassisTime':3 to the bindings list and see if that works.

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