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Messages - Clickbeetle

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221
Looks good, but the thing is that the spikes can be quite easily spammed ito large walls of them making enemies easier to hit and the really high DP will cause tremendous damage

This can only be done on rammers though, which, let's be honest, could use a boost in competitiveness.


Anyway, here's another weapon.

After some thought, I decided to bring back the small wedge in DSL3.  But I didn't want to bring it back as-is.  Let's face it, it looks kind of awkwardly unrealistic.  It looks out of place on most IRL bots that use it.  So I did a bit of resizing and reskinning to make it blend better with the DSL parts.



Yup, that's the small wedge there.  It's just narrower, slightly smaller, and reskinned.  It has the exact same angle as the old one, and seems to retain at least some of its magic wedginess.  (I haven't extensively tested, but from the tests I have done, it seems about as good as the long skirts.)

Oh, and it does damage now too, because why not?  It looks like it should be a weapon.

222
Tournament Archives / Re: Super Smash Bots - SBV
« on: June 04, 2014, 12:28:18 AM »

223
Tournament Archives / Re: Battlebots 9 SBV
« on: June 04, 2014, 12:04:27 AM »
Thanks.  I'm not going to ask what would possess him to think of that.

It's not exactly IRL to have weapons play songs when they hit something, but I guess if it has no effect on battle it's OK?

224
Tournament Archives / Re: Battlebots 9 SBV
« on: June 03, 2014, 11:36:02 PM »

Can someone explain Mr. AS's MW?  Why does it have different names every time I see it, and what is all that noise it makes?  Spin motors with custom sound effects?

225
Stock Showcases / Re: The Natster's rarely updated stock showcase
« on: June 01, 2014, 06:26:47 PM »
It has an amazing wedge?  Really?  That setup goes against some major guidelines of conventional wedge wisdom.  (Keep wedge extenders straight, and don't attach anything else besides the wedge to them.)  You could save a lot of weight by doing what 090901 said, but if the wedge ends up worse... well, the wedge makes or breaks a popup, so keep the best wedge.

It's also kind of weird how you have a V-shaped chassis with ram plates making a flat surface over it.  Either make the front of the chassis flat, or angle the ram plates so they conform to the chassis.

Alternatively, put a pile of casters or spikes angled upwards and to the side on the corners of the chassis.  With that shape, the corners will take the most hits and need the most protection.

226
Stock Showcases / Re: Enigma's Stock Showcase
« on: June 01, 2014, 06:05:50 PM »
(Image removed from quote.)

What are the servo pistons for on this bot?

Edit:  Whoops haha just realized that bot is from January of last year.  Well, my question stands.

227
Stock Showcases / Re: Mr AS Stock Showcase
« on: June 01, 2014, 05:47:10 PM »
Quote
but muh turn speed
Like I need turn speed to beat HS.

Uh, turn speed is kind of important.  HS knocks you sideways and you can't turn fast enough to face it again, you're screwed.

Still, I like the design.  Different from the usual popup.  The wedged sides should help compensate for the turn speed.

228
Discussion / Re: Robot Arena 2: D&D still available in stores?
« on: June 01, 2014, 05:34:54 PM »
If it's abandonware does that make the game public domain? I am unfamiliar with the legal terminologies behind what-means-what. I remember several years ago there was a lot of clamor over trying to obtain the game's source code -- would that now be available if the game is recognized as "abandonware"?

We could use the source code, if we had it... however, Atari has no obligation to make it available, and they've shown no interest in doing so.  We have to get the source code the hard way, by reverse engineering the exe.  Serge is the only person to seriously attempt that, and he hasn't gotten very far.

Atari is more or less dead. Would it do any harm in just giving the source code of game that didn't sell to a dedicated couple of people?

No, but it wouldn't do any good (=make money) either, therefore no interest.

229
Discussion / Re: Testing my AI skills
« on: June 01, 2014, 05:32:55 PM »
Good work there!  It's cool to see a new member just grabbing random bots and AI'ing them.

230
Discussion / Re: Robot Arena 2: D&D still available in stores?
« on: June 01, 2014, 05:04:28 PM »
If it's abandonware does that make the game public domain? I am unfamiliar with the legal terminologies behind what-means-what. I remember several years ago there was a lot of clamor over trying to obtain the game's source code -- would that now be available if the game is recognized as "abandonware"?

We could use the source code, if we had it... however, Atari has no obligation to make it available, and they've shown no interest in doing so.  We have to get the source code the hard way, by reverse engineering the exe.  Serge is the only person to seriously attempt that, and he hasn't gotten very far.

231
Tournament Archives / Re: Powers Of Three - Videos
« on: May 31, 2014, 11:42:04 PM »
Agreed.

Whups, I just assumed they were allowed since they are in most IRL tournaments.  Maybe they're just regular Matilda teeth then--don't want to jump to conclusions.  Worth checking out though, if Kurt hasn't already.

232
Tournament Archives / Re: Super Smash Bots - SBV
« on: May 31, 2014, 11:36:05 PM »
I would restart that fight if it was me... however, it's ambiguous enough that I would consider just dumping that fight without penalizing Victimizer.


Also, that custom EMERGENCY is hilarious to watch.  Kind of wish you made bonus rounds more frequent.

233
Existing Games / Re: Pokemon Thread
« on: May 23, 2014, 11:18:51 PM »
So I made a ridiculous gimmick team.  Shouldn't be too hard to see what the gimmick is.

"Verderben" Hydreigon
Modest nature, 252 SAtk/252 Spe/4 HP
Choice Scarf
U-Turn / Dark Pulse / Dragon Pulse / Flash Cannon

"Cybele" Exeggutor
Bold nature, 252 HP/128 Def/128 SDef
Harvest
Sitrus Berry
Leech Seed / Substitute / Sleep Powder / Giga Drain

"Kevin" Dodrio
Jolly nature, 252 Atk/252 Spe/4 HP
Early Bird
Silk Scarf
Return / Brave Bird / Quick Attack / Knock Off

"Undertaker" Dugtrio
Jolly nature, 252 Atk/252 Spe/4 HP
Life Orb
Arena Trap
Earthquake / Stone Edge / Sucker Punch / Hone Claws

"M-Tron" Magneton
Modest nature, 252 HP/252 SAtk/4 Spe
Eviolite
Sturdy
Thunderbolt / Volt Switch / Flash Cannon / Hidden Power Ice

"Trigona" Combee
Timid nature, 252 SAtk/252 Spe/4 HP
Focus Sash
Endeavor / Tailwind / Bug Buzz / Sweet Scent


Yep, that's a Combee in there... a male one... that I taught B/W tutor moves.

Team could be better, but there's only so much you can do when limited to three-headed Pokemon.  :laughing  I can't be bothered to breed perfect IVs for a gimmick team, or throw down 200 BP to change M-Tron's ability to Magnet Pull.

Still, I managed to win a couple random Wi-fi battles with this team!

234
Real Robotics Discussion / Re: The Lego Robotics thread
« on: May 23, 2014, 10:12:57 PM »
I want to see somebody build a Lego shell spinner with those UFO flying saucer pieces.

Sorry to burst your bubble, but quick-release mechanisms are large and difficult to miniaturise, and the motor itself would resist the release of the energy from the springs/rubber bands. It isn't possible at this level, but at larger scale it is; search for LegoMasterFreak or Lego Gladiators on YouTube and look at his flippers. Remember also those are 3x the size and almost 4x the weight if I remember correctly.

I made a bungee cord-powered hammer bot once that was smaller than the LRW bots.  I had a loop (driven by a worm gear) that came down and hooked over the hammer, then pulled it up.  When the hammer got pulled up far enough, the loop slid off the hook and the hammer snapped down.  It was slow and unwieldy and self-destructed a lot, but it was pretty cool.

235
Real Robotics Discussion / Re: USATL 2014
« on: May 23, 2014, 09:39:13 PM »
Some scrub stole RIP and Touro Light while they were heading back to Brazil. I wish I had a link but all I have is one guy on facebook.

I wonder how much trouble you would be in if you made your bot remotely activate upon being stolen.  Just turn on its weapon and drive around blindly.

Edit:  Or, alternatively, self-destruct and start a lipo fire.

236
So is lenny the lifter a Biohazard-type lifter?

237
Regarding Chew 2:

You already have side prongs built into the chassis shape--why not put some small forks on the outer attach points of the skirt hinge, like Hworf spikes or spike strips (if you can get the weight) instead of a skirt in the middle?  It would look better, it would still be superior to a chassis wedge, and it would silence the IRL critics.

238
Just curious, but has anyone tried a "take-opponent-to-hazards" py file?

for example
robot in smart zone -> actively aim for hazards instead of avoid them

Might make some wedge matches more interesting.

The 'Shove' tactic that came with the game does this.  It gets appended to most bots after they lose their weapons.  The arena needs to have hazards defined by collision lines and possibly a map file as well for it to work, though.  (I'm not really sure if the arena map files actually do anything.)

IIRC, Shove doesn't work on its own though.  You need Engage and Shove or Charge and Shove.

239
Tournament Archives / Re: Powers Of Three - Videos
« on: May 23, 2014, 08:21:08 PM »


240
Tournament Archives / Re: Super Smash Bots - SBV
« on: May 23, 2014, 07:59:15 PM »
Weird, it works on my computer, even in the DSL Tourney arena.  Maybe you have an old version of EcoOmni.py?  It should have been last modified 4/9/2011, and if you open it up, it should say at the top, "# Has the option of using a smart zone for spinner activation."  Get the latest version here if you need it.

If that's not the problem, then setting 'range' to something small like 2 and changing 'UseSpinZone' to 0 should be good enough.

I already have rounds 6 and 7 recorded

Why aren't they posted yet?  Maintaining a buffer?

If Drumblebee obviously loses due to the AI not working as intended, I hope you'll consider re-filming the fight with the correct AI.  It would be pretty hard to tell if it lost only because of the AI though.  If it could normally get under Ruaumoko every time, but instead Ruaumoko gets under Drumblebee every time with the bouncy AI, I think it would be a safe bet to call it the AI's fault.  But if Ruaumoko can sometimes get under Drumblebee even with the correct AI, I don't think there's anything you can do.

(Excluding Windmill in this discussion because going back and re-filming round 6 would probably get too messy.)

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