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Messages - Tashic

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21
Modifications / Re: IRL Components - Pack Four Discussion
« on: April 04, 2018, 05:30:31 PM »
Awesome, I can see those rings being very usefull in normal spinners as well.

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Tournament Archives / Re: International Wars SBV
« on: March 24, 2018, 06:41:06 PM »

24
About that help button spawning a robot, that was really for testing the script for recreating from the bot file.

What I want to eventually do with the help button is, well, give the player some idea on what things in the botlab do, that I fully understand isn't clear at all.

25
Yea, in fact I got heavy inspiration from KSP itself, with the move/rotate tools.

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- Maybe a component maker, something like a chassis maker

- RA2 like attach point system (maybe add a button to enable/disable it)


There already is a component maker, the way it works is that you make individual macro-parts (flippers, hammers, discs, whatever)
that I called "structures" by using groups of "shapes", and I have made a ra2 chassis style tool to make custom shapes.
These macro-parts can then be used in the "robot assembly" part of the botlab.

I'm still thinking how to handle attachment points, with the system that I made I don't think something exactly like ra2 is good, I can see attachments useful to set a custom "origin" point that isn't the center of the grid (or the center of mass as I will probably change).
I'm thinking of adding a snap function for moving/rotating/scaling parts in 3d space to allow for an easier time making symmetric robots if you don't want to type the exact values in the input fields.
And I plan to make a "center" function mainly for axles and wheels/spinners.

I'm now trying to figure out a way to make the system feel more natural, as I see it's not the most intuitive. But hopefully it will be worth it with a degree of freedom higher than in our current dsl ra2.

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Right now is in very early development so you can expect bugs and issues as a lot of things we are still figuring out.
But good to see we are getting some attention!

Also what about the workshop didn't feel right? Again, still in development and things aren't really explained to the player at the moment.

28
Game Development / Re: BotFight - Robot Fighting and Destruction Protoype
« on: November 12, 2017, 06:52:19 AM »
Very nice! Impressive work on deformation damage.

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DSL TC Showcases / Re: Tashic's DSL things
« on: October 18, 2017, 09:57:47 PM »
Me not postied anything in a while so here we go:

First of all an update to Margin of Error, with a better looking blade:
33.png

Still waiting on a CW tournament to send as entry.

My entries for GTMLive (happening sometime between now and never):

Demon:
11.png

Tried to do something resembling a propper overhead twackbot, but it kinda became a mess to be fair, also tried to experiment with customized py. Not really usefull in the end, but might try again some other time.

Friction Live:
22.png

Since it was a UK live event themed tournament, that meant no spinners, so I decided to make a live event safe version of Friction Saw, since that's something people actually IRL. Now it has a jaw with spike strips.

CounterFlip:
44.png

Many people have started to use multiple bursts to make their flippers, something that has been done in real robots too. Problem for me is that in Ra2 you can't have multiple bursts attached to the same solid flipper panel, so you have a case of the twin flipper arm, something I'm not very fond of.
A solution I have found is to instead of having the flipper arm attached to the burst, The main part of the robot IS the flipper arm, where the bursts are attached and THEN the wheel pods are attached to the bursts. When flipping the wheel pods lift the main part of the robot as the flipper arm.
Now after all that, the results aren't that great, I need to refine this method further.

Other bots:

Hammerhead
77.png

Originally made for Orc's tourney and had to be based on S3 (thanks OBJ2RA2! Again!).
 I then decided to use the robot for Badger's International Wars as the italian entry.
 Because of that I made a slightly different skin:
88.png


Unnamed Robot
55.png

Still haven't named this bot, as it's not finished completely, but the Idea was to make a robot inspired by Crazy Susan (by the same builder of The Ringmaster).
Because of the original design, I made a chassis with OBJ2RA2, which ended up massive with not much usefull room and weight left, so in the end I dropped the project after this first proof of concept (for now). 

Hot Air:
66.png

When you are bored and ask weird robots to make.
The base of the robot was "make a walker with judge thruster powered VS".
To move it uses storm bursts that allows the robot to move though recoil of the burst and wonky physics (not sure if this actually counts as walker).
The VS part is pretty straight forward, two judge thrusters angled to make the spinner spin.

30
Discussion / Re: RA2 Player Nations
« on: October 01, 2017, 03:42:39 PM »
Italian here!

31
Off-Topic Discussion / Re: Here's to 2 years of GTM.
« on: September 20, 2017, 09:45:40 AM »
And here I am with AU after about two years. :L

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Tournament Archives / Re: The Battle Arcade 2: Discussion
« on: September 10, 2017, 02:37:16 PM »
If IRL ends up being chosen, will the no CF rule still apply?
Honestly wouldn't bother me actually, it would be kind of like going back to pre-CF IRL tournaments, it would be an interesting twist because of that.

33
Game Development / Re: Robot combat test (Unity engine)
« on: July 14, 2017, 07:21:27 PM »
Don't know why it does that, should just rotate and not leap into the air.
It's not just a motor that rotates the flipper arm, but is actually the piston that forces it open, probably that setup is the reason. Would need a lot of tinkering to run properly.

34
Game Development / Re: Robot combat test (Unity engine)
« on: July 14, 2017, 06:43:58 PM »
The Robot Rumble 2.0 thread reminded me that I did some more work on this. Still, don't expect much more than this :L

https://gametechmods.com/uploads/files/2958Test.rar

Added Eruption.

Controls: movement :wasd/arrow keys
Weapons: Carbide: f key switch on/off spinner, Eruption: g key to fire the flipper. (Original Sin doesn't have active weapons)

35
Thanks for the info!

I have tried as well to make a robot combat game, didn't go very far, but I did encounter the problem of the wheels, I used a method where I have the collision model of the wheel not completely fixed to the wheel itself, but I used a configurable joint to make it like a shock absorber radially, so it doesn't jump because of the not completelly smooth collision mesh.

But I'm sure you can find a much better and less messy solution than that!

I love the Idea of using the real controllers!

36
Oooo! Nuts and bolts too!

Nice ampflow model as well.

Loving the details :)

37
Nice work there! Very impressed.

It's cool that you are trying to make it a simulator, rather than just a game.

I see that the wheels are very smooth, how did you achieved that? Did you use one of the standard colliders or something else?

38
Contests / Re: VOTE BOTM JULY 2017
« on: June 30, 2017, 03:53:47 PM »
Voted for #2. Something tells me that another apanx tool is comming.

Custom component tool PLZ?

39
Custom Components Showcase / Re: Pay Tribute With Replicas
« on: June 25, 2017, 06:43:31 PM »
Damn! These are VERY good! Waiting for the next work of art!

40
DSL TC Showcases / Re: Tashic's DSL things
« on: June 14, 2017, 08:20:16 PM »
UPDATE!

LDAI team:

LW- Sprinter SV: Just like the previous but sleeker. Just as stupidly fast.
MW- Tricolore: More OBJ2RA2! Hollow chassis with stuff inside and some poly pannels.
HW- Fork Flip Evo: Because I couldn't think of an original HW design at the time, so have a fully extenderbot Fork Flip!
AW- UpperCut: More OBJ2RA2! Replica of my actual IRL AW. Has an STD as well!
BW- Delta-f: Get it? B'cause Beta is a greek letter and Hz is the unit of frequency, so f ... Anyways has a Overkill motor for the axe.
CW- Dome-Nant: More (you get it). Wanted to use the chassis for a shell spinner, this required the ChassisSpinner.py, and because wheels in ra2 are stupid, I can't have wheels directly attached to the drive motors, so the wheels have f**k all traction. But other than that it does work! And it doesn't use the black shell pannels that we are all sick of.

BOTM April:

The winner of that month. Glad people liked it!

ADOT entries:


SHW clusterbot: Gothic Duck (HW) and Nasty Egg (MW): Not totally satisfied with this to be honest. The HW part tends to lose the beta motor as it's not directly attached to the chassis.


LW clusterbot: Red Blur and Green Slash (both AWs): Originally supposed to be a BW cluster bot, but ra2 doesn't like robots that are stupidly light, so it sends them into space. Probably going to be swept away by other LWs but whatever.


HW: B-Lizard: made to use the biggest VDMA burst motor and make it look not constrained by that component. Added tilted wheels for more style points.

And my latest bot:

CW: Margin of Error: Decided to make it today to try and send it for ADOT but I was too slow. Decided to try to fit a more complex shape into the 86 polygons limit of OBJ2RA2 (if you want to fight with it) and decided for an undercutter with the body having a recess for the blade, with relatively curvy shapes.

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