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Messages - Venko
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301
« on: April 09, 2013, 08:06:03 PM »
I was thinking of doing Figure 2 but it would look kind of weird whenever someone looked into the gap. You can simply fill the gap with a fire and the problem is solved geniusly. Crumbled buildings are one of the features that brings the whole arena together so I really wouldn't want to leave them out. Agreed. Figure 4 was what I was thinking for the exists just because Figure 5 and 6 would look tacky. OK then, but use some debris textures. I could easily make the pit work like you have in Figure 7 but it wouldn't look pretty from the side and if we allow bots to fall in then it will look even worse. As long as you understand that it won't be pretty, we could make it work. I don't have a problem with the ugliness. As for the pit, my idea was for a very shallow pit, in which bots cannot fall to lose. Just as a slight wedge discomfort or to get stucked. Your idea for Figure 8 is actually something that I hadn't considered. Feel free to make the King Kong as you wish.
302
« on: April 09, 2013, 07:31:38 PM »
wait, that acctually works? dope af
Yes, it don't fall, the MW one can even bounce when the piston is fired. The only problem with these is the AGOD. What is "dope af"? Some random battleshot :
303
« on: April 09, 2013, 07:10:05 PM »
If it takes too much time, we can quit some hazards, all the things in my idea are a subject to change (except for the brick-cars). So You can suggest some to be replaced with a cloned UFO SFTWs hazard. Pic : No one says that it must be the prettiest arena. In this pic I offer some circumventions of the problem with the crumbled buildings. You still can make the buildings with a simple geometry and a simple crumbled texture like this - 1 Or You can use a cube and just use an alpha channel TGA texture on it, with a totally translucent crumbled alpha channel - 2 Or You can use the both of these effects - 3 Or don't have a crumbled buildings at all. For the blocked exits You can use a mesh like this, with a crumbled texture - 4 The same but with an alpha channel translucent crumbled texture - 5 Or just a simple flat sprite with an alpha crumbled texture - 6 You can make the hole square, or square with an alpha crumbled texture, or don't make the hole at all - 7 As for the King Kong, it can be an up-down moving flat sprite on the building - 8 Feel free to discuss ideas with me on making this a more simple.
304
« on: April 09, 2013, 03:44:14 AM »
This is my entry : Some info : Please excuse me for my bad drawing, this is a rough sketch I made in 10 mins. Basically, this map is the opposite of "Honey, I shrunk the bots". The bots here are giants that cause havoc in a city. Everything is "sealed", there is no OOTA. The floor texture is a street texture with walkways, sidewalks and stuff. The sky is full with flying UFO SFTWs. The background would be a wrecked city. 1 are the bots start locations, they are equally distant from each other, and don't have a direct visual contact between any of them. 2 is a shallow or deep hole in the ground. 3 is a chopper that can move or not, but surely do a damage when it's touched. 4 UFO SFTW abduction, which triggers from time to time if You are under the beam, this can be done with a negative gravity in this area, then SFTW do some damage with his spinner and release You. 5 is a small tank that can't move but can shoot at any bot in his sight for an about ~100 damage. 6 King Kong sprite, that can throw rocks at the bots. 7 some of the buildings could be on fire. 8 all "exits" are blocked by a debris textures. 9 some bricks can be textured as a different cars, so they can be moved around or be even destroyed. These are the most important for the arena, so I would like to have many of them all over the arena. 10 these buildings can be destructible, or not, or semi destructible. And I think, that most of the things can be done with just a simple shapes and textures, so no laggy arena at all. If some stuff can't be done, it will just not be included, I will not redo my pic, if something has to be corrected. The picture : 
305
« on: April 09, 2013, 03:37:07 AM »
Thanks, and I tought, that this is a "Gyro Drill" type bot  :  Totally weak in a combat, but watching it spinning around without falling is a pleasure.
306
« on: April 09, 2013, 03:24:06 AM »
Lazer doesn't have enough power
Yep, and not only this, You failed this time Ianh... I voted for the Mr.AS one...
307
« on: April 09, 2013, 03:19:41 AM »
Sarcasm aside, just wondering what it is.
Me too. After seeing all the entrants, I realize that I'm pretty much done...
308
« on: April 08, 2013, 05:22:54 PM »
So, any advices for his improving, or for the clone, or I should remake the chassis and try to finish the original idea for a popup?
No one gave any advices about this one... ^ OK then, I was not around the last years, so can someone give me a pic of a true stock NCR Glitch bot. I want to see a true stock Gyro Drill bot pic too. And what is FBS?
309
« on: April 08, 2013, 05:19:08 PM »
Quotes from the rules, please!
310
« on: April 08, 2013, 05:08:26 PM »
Images may not exceed 800x600 (WIDTHxHEIGHT) and must be less than 100MB (12500KB). Using less gradients and more continuous colors will reduce your file size when it is saved as a PNG file. If you keep it simple, you will never hit this limit. This is to prevent people from over beautifying their entries (like BOTM entries).
I still can't get how an 800x600 image can be bigger than 1 920 056 bytes. (800x600 32 (24 + alpha) bits per color bmp;tga = ~ 2 MB), what with the 100 Mega Bytes limit anyway?... Did You mean 100 Kilobytes?
311
« on: April 08, 2013, 04:59:51 PM »
So if I'm reading the rules right, the AW, BW, and LW bots are a lot more important than the MWs and HWs?
What? I thought they all are equally important, right Ianh?
312
« on: April 08, 2013, 07:36:30 AM »
1) 2) If it wasn't the "multibot problem", I probably wouldn't made them "nazi" for this one. Oh well nothing that can be done about it now i'm sure we'll get some lovely entries regardless. Me too. I will know for future what to do, from now on. And the good news is, that I will not make the next rules for sure
313
« on: April 08, 2013, 07:24:41 AM »
it's a bottom spinner. pretty good but it might need some rear stabilzers. No free weight for this. why give blue snappers a pass then? It's used on bots from the original AI, the 140s not. It's a leftover from a beta stage probably.
314
« on: April 08, 2013, 07:20:08 AM »
I'm of the opinon that BOTM should generally just be a deliberatly vague ruleset that you can go wild with, because thinking outisde the box and trying something different what makes it fun! It stifles it a bit when there are even restrictions on how to make your splash. You should made your points on the discussion thread about this BotM that I made, now it's kinda late... If an entry needs more than a couple of screenshots to make it look good, then I'm fairly sure the entrant will include a couple. Some people still make lame splashes. And a forced "Thanks, Click!" probably isn't the best way to show appreciation for DSL3 when a genuine comment would work better.* Besides, I thought Venko not entering was a given considering ACAMS said it, as was not including any pointers as to who made it, as BOTM has always been anonymous. It was not always anonymous... Some of the rules are a bit more of a bad jokes, than something serious. *Thanks for all your hard work on DSL3, Click! I love the new extenders. They help tremendously in the fight against the rule of seven. [/twocents]
ACAMS don't just copy+pasted the rules here, there are some corrections he made from my PM, so I suppose that he is OK with every of the lines, if it's not removed (some was removed).
315
« on: April 08, 2013, 06:52:43 AM »
140cms?
I'm against this beta stage abomination component, that was removed/hidden from the final/original product (RA2) for good. Can You help me with the "LW-Juggly problem" (3 posts above)?
316
« on: April 08, 2013, 06:46:12 AM »
I always love the Drumblebee series. That static setup looks very stable. Do You ever consider a bear claws or a spiked clubs (like on the troll in SC3) for a weapons? I'm glad, that You build stock again
317
« on: April 08, 2013, 06:37:07 AM »
*an echo in a ghost thread :* Hello...oh...oh...oh...oh... Anybody here...ear...ear...ear...ear...  *thinking :* No one gave an advice about the previous post. It seems that there is no one here. Anyway, I will just leave this Venkreations here, to oblivion :  This NCR glitch is useless, even with 8 RADs it still takes eons to spin and can be stopped easily by everything, and it will need eons again to spin. And the enemy will not just sit and wait for You...  This can be good, if I find somehow more weight to spend on wider and taller cage. *rides away from the ghost thread*
318
« on: April 08, 2013, 06:32:50 AM »
lol does venko really believe that people will follow this giant mess of rules Yes, 'cos they may get disqualified, which will be not a problem, since I'm expecting like a 20 entrants at least... not to mention some are useless, impractical or just plain silly I just wanted everything to be clear this time. If You don't like the rules, You can... You know... not enter at all
319
« on: April 07, 2013, 02:38:49 AM »
IMO : Inf, I think, that it will be better, if You pause the INFAI for now and start the things up with the tournament. It will do more good to stock, it will make more people building some stock stuff. And when it's over, then You can continue the work on INFAI.
320
« on: April 07, 2013, 02:28:40 AM »
Definitely an "exactly 3 bot types" HW hybrids.
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