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Messages - Clickbeetle

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1901
Wow, I still managed to win even after losing a wheel and half my wedge... I guess I was wrong in my prediction: getting under martymidget is the easy part, hitting the chassis and not the drum is considerably more difficult.  I thought those half sheets I put on the bottom of Timber II's chassis were just extra weight, but they came in pretty handy here.


AGHH I'm against Naryar next?  The only way I'll win that is to out-wedge him, which ain't gonna happen.  Shiva will have a tough time actually KO'ing Timber II, but Timber II won't be able to hit it back, which is what really matters.


Hey I think this is the first time I've faced Naryar in a tournament.

1902
Tournament Archives / Re: BBEANS6 Brackets&Videos
« on: June 09, 2010, 03:28:16 PM »

Round 1, Part 2/4 is up!


Overall the fights were more exciting than part 1, I think, but a lot of that is due to Blood Orange... there's no such thing as a boring fight with a big hammer-slinging VS in the arena, regardless of whether it wins or loses  :mrgreen:   Also there's a pretty awesome 1-hit KO in one of the fights, but I can't tell you which one without spoiling the results.

This argument, AGAIN?

Click put his foot down, forget about it and move on.


QFT... How many times has that come up now?  More than enough.


However, I might change things up for BBEANS7... BBEANS1-6 make a nice set of LW,MW,HW in both mainstream game types, so #7 would be the time to do it if I was going to make any significant changes.  Most likely what I would do is open registration for veterans a week or so early, and then open it for everyone.  But that's a long way in the future and doesn't have any relevance in this thread.  This is for discussion about the bots and the matches!

1903
Tournament Archives / Re: BBEANS6 Brackets&Videos
« on: June 05, 2010, 02:24:16 AM »
Ah.  I will try these, but honestly I can't see it making much of a difference.

Nope, tried the new bindings and Elle Driver still KO'd Final Z 3 for 3... in fact I think it performs slightly worse with these bindings.  But if you want to use them I will.

1904
Existing Games / Re: badly Designed Games (Crappy Games)
« on: June 05, 2010, 01:02:37 AM »
Not to mention that crawlers are ghey...


Hahaha I see what you did there  :bigsmile:   I don't think it's that kind of crawler...


Also, RA2 is not a poorly designed game--it's just unfinished.  You can tell that the developers were running up against a deadline and they had to just get the thing out in a stable condition.  'Tis a shame; it could've been an awesome game instead of just a simulation that's awesome if you figure out how to mod it and exploit glitches, if they could actually finish it.


RA1 on the other hand... was a finished game, and not all that good.


As for other bad games I've played, the most recent that comes to mind is Fire Emblem: Shadow Dragon.  Now don't get me wrong, it's not BAD, and the multiplayer mode rocks (I've been waiting for a multiplayer strategy RPG for a long time) but I've come to expect more from a Fire Emblem game.  They took away a lot of the staple gameplay features (most noticeable is the lack of a Rescue command and Support conversations) and the story could have been written by a 12-year-old.  Part of that can be attributed to the fact that it's a remake of the NES original, but still... could've been better.

1905
Existing Games / Re: F-Zero
« on: June 05, 2010, 12:36:39 AM »
My favorite racers were always the Red Gazelle and the Mighty Hurricane (Red Gazelle because I was good with it, and Mighty Hurricane because it looks cool).


I don't think I beat any of the story missions on very hard... I think I beat all but one of them on hard though.

1906
Custom Components Showcase / Re: Serge's Custom Components
« on: June 05, 2010, 12:27:42 AM »
Well, the public version I released needs everything scaled down. I am coding a version that as of now, does the following:
1) Scale everything down by 15 (why 300 CB? I have no clue)
2) Swap the Y and Z axes (although it's nto really necessary)
3) Convert GMID_COLLISON_MESHes to GEOMOBJECTs
4) Convert GMID_COLLISION_BOXes to basic GEOMOBJECTs
5) Add a simple GMID_HAVOK_SIMOBJECT and GMID_HAVOK_RBCOLLECTION and fill them
6) Add missing values to TEXTUREs and GEOMOBJECTs
7) Fix GMID_ATTACHMENT_POINTs

Will be releasing it soon.


Wow.  So it even does all the converting for you?


 :gawe:


As for the 300 scale value, I was just guessing when I said that, FB did all the dirty work so I didn't know exactly what it was.  Apparently I was off by a bit (though it might be different for arenas.  Also swapping Y and Z is necessary for arenas.)

1907
DSL TC Showcases / Re: The DSL Designs of The Ounce
« on: June 05, 2010, 12:09:01 AM »
Awesome! But I'm still wondering how 2 BSGs can flip Gearhead that high. Even my Paper Cuts can't throw LWs that high. o_O

At least in the flipper I build it is primarily because of the springy wedge. The bot tips forward when it flips, and then the wedges spring back, launching the robot skyward.


On that note, I think a lot of people are going to be surprised by AntonYYYm in BBEANS6.


Nice looking flipper there... but looks like it might have a tendency to get stuck on its rear.  It would be good if you could get a rear stabilizer on there.

1908
DSL TC Showcases / Re: Martymidgets DSL Showcase
« on: June 04, 2010, 11:59:50 PM »
I like that bot, the cheese wedge shape makes it interesting (as opposed to the flat top that 99% of other popups have).

1909
DSL TC Showcases / Re: SM's DSL Showcase
« on: June 04, 2010, 11:45:05 PM »
Well, decided to make some concept for NarAI warz:
B-Hammered
(Image removed from quote.)
800.00 Kg
Steel 3
Scores in the 9000's sometimes.


Does that work consistently?  Won't the hammers just flop around rather than stay extended, then clamp when a bot rams the middle?


I've tried inertia side hammers, inertia vertical hammers, inertia popups, and the only type I got to be marginally effective was inertia flippers.


If it really works... that is one cool bot.

1910
DSL TC Showcases / Re: Temi's DSL Showcase
« on: June 04, 2010, 11:39:19 PM »
Hmm... honestly I think the first one looks better.  Though the wedge is on a hinge now; that's definitely something.


I would stick with Magmotor drive and Piglets for weapons.  The front of the bot will be taking the most damage, and the durability of Piglets will really make a difference (unless you're fighting Mr. Punch).  That ought to get you 10 kgs, which you can use for improving the wedge or adding more weapons.

1911
Stock Showcases / Re: powerrave's briefcase
« on: June 04, 2010, 11:09:28 PM »
I would be worried about those extenders holding on the ram plates... one unfortunate hit from an HS and your armor could be ruined.


The bot does look cool though.  Is the top spike rack static, and the bottom one fires like a popup?  That's an interesting setup... kinda like a wammer/popup hybrid.  Wonder why no one's done that before.

1912
Stock Showcases / Re: Sage's Showcase
« on: June 04, 2010, 11:03:17 PM »
Snapper powered weapons on a HW popup?  What blasphemy is this?


...Apparently rather effective blasphemy.

1913
Stock Showcases / Re: SM's Stock Showcase
« on: June 04, 2010, 10:57:02 PM »
Wow, nice bot... I knew it wouldn't be long until somebody made a Flying Guillotine bot with those extenders.


The only thing I might change is the drive.  HPZ's are probably overkill when you rely on sitting still over your opponent and stabbing their top.  Then you could use the extra weight for a bit more armor.

1914
Stock Showcases / Re: Red's Robotic Hall of Lame - Stock Edition
« on: June 04, 2010, 10:26:24 PM »
Could you swap the position of the batteries and the wedge DDT?  You would use less extenders that way.


Also, that's a lot of razors for one DDT.  But if it works, it works.


I think beating AC is still a bit ambitious (It took me over 20 tries to do it with The Ultimate Sacrifice, which is fully caster armored) but it will definitely be more resilient to spinners.

1915
Wow... RA1 support?  GUI?  This is looking great.


FYI, I'm not sure the size conversion factor for RA1 to RA2 is actually 300.  Firebeetle did all the dirty work for the Keznorg IGC; I just finished it up.  But it's somewhere around 300.


Though actually converting RA1-formatted gmf's into RA2-formatted gmf's would be a whole different animal from just decompiling them.  I'd say just focus on RA2 stuff for now...


But you know what this means.  Custom components and arenas for RA1!  :mrgreen:

1916
Tournament Archives / Re: BBEANS6 Brackets&Videos
« on: June 04, 2010, 09:27:26 PM »
Ah.  I will try these, but honestly I can't see it making much of a difference.

1917
Tournament Archives / Re: Clash Cubes 3 - Brackets & Videos
« on: June 04, 2010, 09:21:58 PM »
this if how it works encase those dont know... 2 more heats just like before those not in the top 8 cannot move up any higher then 9th on the ladder but the fun part is can ruin those in the op 8's chances of winning the CC3 title.

after those 2 heats we cut again to 4 and have the final heat of the top 16

then we crown.. pretty much the ultimate robot survivor since this is the largest DSL tournament (in match amount size... basically 6x 24 bot tourneys and 1x 16 bot tourney make this up) ever been made.


Wait, so I still have more fights?  I thought I was out.  I guess that's pretty cool.


Time to pull out this image again... a little outdated now but oh well  :mrgreen:


*looks at bracket* Aw, crap, I'm against a VS... I guess I'm still not going to win.  Good luck in the rest of the bracket, Craaig.

1918
Tournament Archives / Re: BBEANS6 Brackets&Videos
« on: June 04, 2010, 08:22:10 PM »
Edit 1:Also, Click, I sent you Final Z's bindings. They didn't work like the way I saw FZ in the match. Did you happen to edit its bindings at all?


?  I don't have any bindings sent by you in my bot list.  Either you forgot to send them, or I somehow missed them.  These are the ones I'm using:


Code: [Select]
    list.append(("Final Z","Omni",{'invertible':True,'range':50,'radius':1,'topspeed':100,'throttle':100,'turn':100,'turnspeed':1.5,'weapons':(28,29,30,31,32,33,34,35)}))

If the correct bindings are really essential for the bot's performance, and it's my fault for missing your bindings, I will redo your match... but only if the bot's performance is really a lot different.  In any case I will use your bindings for your next match, if you re-send them.

1919
*Sees RIP2 brackets and videos thread*  :bigsmile:
*Looks at splash, sees tons of VS's and hardly any HS*  :frown:
*Looks at first match.  "All right, I can win this!"*  :bigsmile:
*Watches video*  :FFFUUU


Timber II is good against shell spinners, not SnS's, but I thought I would be able to get more hits on Smooth Criminal.  Maybe should've moved the smart zone further forward... I ALMOST won on points, a few more hits and I could've done it.


(For those wondering how Timber II got so many points - it's called 13 425 DP weapons, plus Smooth Criminal not scoring any points on the heavy plows once their HP is gone.)


Well, surviving 3 minutes with a SHW SnS and not losing a single component is pretty impressive, I suppose, if not particularly exciting to watch.  At least Timber II is more durable than the original Timber. :mrgreen:   Now to make it faster...


Should be able to win in the losers bracket if I can get under Big Block (iffy) and then hit the chassis and not the drums (should be doable).


HEY CRAAIG I'VE GOT A PRESENT FOR YOU.


http://beetlebros.gametechmods.com/files/FBSlowlag.zip


I edited apanx's FBSPlus and FBSInvertDir .py so it's much less laggy, while still performing essentially the same.  I'm using these in BBEANS.  Thought you might appreciate that, having to film SHW's in the Electric Arena 2.  Any bit of less lag to deal with is a blessing.

1920
Tournament Archives / Re: BBEANS6 Brackets&Videos
« on: June 04, 2010, 06:11:21 PM »
Round 1, Part 1/4 is up!


No really awesome fights unfortunately, but there's some good ones, and there's at least one upset that will probably surprise a lot of you.

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