Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TheRoboteer

Pages: 1 ... 12 13 14 15 16 17 18 [19] 20 21 22 23 24 25 26 ... 79
361
Tutorials and Tips / Re: IRL - A Beginner's Guide
« on: April 24, 2019, 04:32:55 PM »
I've updated this with some additional picture examples of some rules which I previously only explained in text, as well as giving more in depth explanations a to why these rules exist. Hope this alleviates some of the confusions I've seen from newbies surrounding some of the rules featured in this guide

362
Tournament Archives / Re: Orc's Wars Series 3!
« on: April 23, 2019, 03:15:11 PM »
I'm just gonna post this to try and defuse this whole situation before someone goes nuclear...

363
Tournament Archives / Re: Orc's Wars Series 3 - THE GRAND FINAL!
« on: April 23, 2019, 12:18:09 PM »
It's here and it's live: The Grand Final is upon us! :mrgreen: Going live in about 15 minutes so please feel free to watch with everyone if you are able to!


I'll be making a World Championship post later on to open up submissions for the event. :mrgreen:

364
What went well?
Overall, the gameplay was fun and exciting. Mainly, the reason in my opinion is due to everyone's unfamiliarity with the state of the meta. This has allowed for people to experiment with designs, spinners like Gaullin, Grabbers like RT 2.0, flippers, like Bocuma. Even some of the wackier stuff like Obama Gaming and Mystic's new overhead disc spinner.

During the Gaullin and Bull fight if I recall correctly, Robo and I discussed about the wedge mechanics, in how they are more complex then they appear. This was lovely to find out, because it isn't just a simple "bolt wedglets onto it" like in Ra2.



Stability of the game engine was great despite some havocs and the odd crash, given the current status of the game, this was to be expected.
What was terrible?

Self damage is currently my big problem with the fights, on impacts, it appears you take too much damage to appear realistic. This is kind of an issue with vertical spinners. When they're consistently attacking an opponent, they'll be taking more damage to themselves than they deal out, this is usually because they're hitting the indestructible parts of the opponent, which I'll cover later. Another reason for this is if they're pushed into the wall. Robo was a victim of this a lot, just taking large amounts of damage by being bumped into the wall.

Weight investments, personally I find that the chassis armour feels rather weak for it's weight investment, this could be due to the previously mentioned issue, my personal designs, the fact we have a weight limit of 110kgs which the game isnt designed for currently or all of the above.

The weapon motor power seems quite lacking, I'm aware that you're aware of this issue, so I don't plan to go into much detail. But it appears you need 50kg minimum to throw something currently, I'l like to see that minimum lowered, almost a fifth I'd say.

Indestructible parts this right now is a large issue, and again, you're aware of this. Drone and Caliban were the main culprits of this in the tournament, along with RT 2.0. We've combated this temporarily with some rule changes for the new tournament which can be read here.


Controlling of undercutters, Mystic's undercutter had some major issues with control, not sure if that's his design or because the game struggles with it. Just a heads up and something to look into.

One of Robo's complaints was the pit that rose up after a certain period of time, I agree with this design flaw currently. It's a huge disadvantage for control bots. Continuing with some of the arena design issues I saw is that there should be some oota zones, it'd just be nice to have, maybe not Series 7 wall height arenas or all around the edge, I'd suggest how battlebots does it, in the corners. That'll stop  Ra2 Slapshot like stuff box rushing and oota'ing the opponent which is just boring and wont lead to interesting gameplay and fights. The rolling pin is odd, I think it needs to have it's orientation changed and given some more kick to it. You might have to re-position it to prevent it flinging robots into the pit if you do decide to take this route.

Stuck on arena objects, Bocuma and some other bots got stuck into the pit button, doesn't make for fun gameplay whilst it does reflect robot fights accurately. The wall is also easy to get stuck too, or atleast it's difficult to get away from, probably due to the wall's design.

Batteries and control boards, these currently don't effect the robots and aren't actually needed for them to function.

A question I have, is where would I be able to locate the folder for pre-made custom components on Windows? An idea I had was to import CAD files into that folder and add them in, is this a possibility?


Overall, this game is great so far. Like I've said before, I'm enjoying it more than Ra2 and whilst I've described more negatives than positives, the positives have a much bigger impact on the overall player experience.
Just to elaborate on my issue with the pit raising up. With the way the arena is at the moment, pretty much the only way bots that aren't spinners can win fights is to either pit their opponent, or get lucky and strand them on the wall. I don't think the pit raising up would be as much of an issue if there was alternative methods for non-spinners to KO their opponent (such as OOTA zones which Hop mentioned). Additionally, the fact that the walls do so much damage currently means that you can actually lose a not insignificant amount of HP from hitting the pit release, and having to do it multiple times per match can be quite draining on your health.

As Hop mentioned though, my overall impressions of the game have been almost overwhelmingly positive, so apologies if it seems like I've been dwelling on the negatives. The botlab and the wedge physics as they are right now have me particularly smitten, and I greatly look forward to how this game develops  :thumbup

365
DSL TC Showcases / Re: TheRoboteer's Hit or Miss DSL Showcase
« on: April 20, 2019, 09:12:37 PM »
You need a clean room just to work on it those lines are so pristine
Cheers boss

366
DSL TC Showcases / Re: TheRoboteer's Hit or Miss DSL Showcase
« on: April 20, 2019, 08:05:02 AM »
Looks ace, but how is the flipper at getting under opponents?
Better than you'd expect, but still not exactly great

367
DSL TC Showcases / Re: TheRoboteer's Hit or Miss DSL Showcase
« on: April 19, 2019, 03:56:04 PM »
Here's a flipper. 2 medium VDMAs power the weapon, while drive comes from 2 NPC fasts and 2 TWMRs. Probably a bit lacking in battery power as it only has 1 black, 1 battlepack and 3 ants. Fairly happy with how it came out looks wise though

  [ Quoting of attachment images from other messages is not allowed ]
I'm envious of the skill required to build something like this.
You flatter me :heart_smiley:

Legit though, it's not that much skill, just practice and patience. From what I've seen of your reps, you're definitely capable of building some fantastic stuff yourself, it just takes time.

368
DSL TC Showcases / Re: TheRoboteer's Hit or Miss DSL Showcase
« on: April 19, 2019, 11:02:47 AM »
Here's a flipper. 2 medium VDMAs power the weapon, while drive comes from 2 NPC fasts and 2 TWMRs. Probably a bit lacking in battery power as it only has 1 black, 1 battlepack and 3 ants. Fairly happy with how it came out looks wise though

 
Sigma Ext.png

369
Showcases / Re: Post Your RR2 Bots
« on: April 14, 2019, 10:05:45 AM »
We don’t have an active Reddit thread atm.  It might be bad form to plug our own game.  I’m still pretty new at this whole social media thing, and trying to learn the rules.

I put a call out to our social guru though, and we should have something up on Twitter in the next day or two.
With cjbruce's permission, I have set up a subreddit for Robot Rumble! You can find it here: https://www.reddit.com/r/RobotRumble/

I'm also thinking of doing a small scale Parsec tournament, with a focus on playtesting to give feedback to the developers (but also for the fun of it). Would there be any interest in something like this?
Kix is hosting a small parsec tourney and there's been a fair bit of interest in that, so I'm sure the people who missed out on Kix's would bite your hand off for another one

Nice work on the subreddit too  :thumbup

370
Showcases / Re: Post Your RR2 Bots
« on: April 13, 2019, 04:32:38 PM »
Updated Speed Demon a bunch to look more like the RA2 one, and to fix the ****ed up texturing. Pretty happy with it now, though it's not quite the same without the martini stripes

 
Speed Demon RR2.png

371
Showcases / Re: Post Your RR2 Bots
« on: April 12, 2019, 02:23:04 PM »
Here's the RR2 version of Bocuma as it currently stands. Still getting to grips with the botlab, but I think it's come out alright

 
Bocuma RR2.png


Here's the RA2 version for comparison's sake

 
Bocuma III Rev 4 Ext 2.png

372
Showcases / Re: Post Your RR2 Bots
« on: April 12, 2019, 09:32:03 AM »
...then how do you build spinning drums, without exposing the motor?
Put the motor inside the drum, hubmotor style

373
Been messing around in RR2 trying to learn the ropes of the botlab and everything, and have been having some fun trying to recreate my RA2 bots.

I did Speed Demon, and a rudimentary version of Sabre first, and put them up against each other in an AI vs AI fight (pretty cool that the AI just automatically knew how to drive them with 0 messing around too )



Then this fight got me wondering if there was any way to make some kind of flipper with what's currently in the game (no pneumatics etc), so I got talking to Hoppin, and dabbling around with spin motors, and I managed to get something to work. It's super weak (kinda series 3 Firestorm levels of power) but it's enough to overturn other bots, and it should work for self righting too (though in this clip Earthquake sitting on top of me prevented that). It won't work with AI, but for player driven bots having a way to make even a super weak flipper is pretty neat I thought.


374
DSL TC Showcases / Re: TheRoboteer's Hit or Miss DSL Showcase
« on: April 08, 2019, 08:28:16 AM »
A plethora of changes. Swapped out the wheels so they're less stick-y out, swapped to much larger discs (there's still 2 of them) to play off the whole "nightmare-esque" aesthetic. Also revised the front setup to be cleaner, and hid the perms better. I think it looks a fair bit better now. Would've liked to retain some pink highlights on the disc but I just don't have the weight anymore.

 
Anathema Ext 2.png

375
DSL TC Showcases / Re: TheRoboteer's Hit or Miss DSL Showcase
« on: April 07, 2019, 09:43:30 PM »
Large vert. Currently afflicted with AGOD, which I'll fix tomorrow because it's late as hell. 2 perm 132s and dual NPC fasts for drive. Strongly considering swapping to a single flywheel but retaining the two perm 132s but having 1 solely there as decoration because dual discs just really don't look very good IMO.

Overall, Bit rough around the edges but I think it looks alright. Might have to get the coloured typhoons finally to complete the kinda neon look I'm going for.

 
Anathema Ext.png

376
Discussion / Re: Robogames 2 - Discussion
« on: April 07, 2019, 11:01:33 AM »
inb4 Badnik mysteriously gets bad matchups in every round of the HW series /s

If you're rehosting it with new signups, why not rename the tournament and make it another official GTM tournament like GTMCS, considering the scale and that it's not effectively a community run tournament.
Hey man I got crap matchups in OW and I didn't even have to piss anyone off to get them (that I know of at least)  heck

Not sure forcing people to use their old ass RG2 bots in a "new" official tournament is really a good idea. I know that personally I feel I've progressed a lot as a builder since I made my RG2 bots, and I'm sure others have too, and IDK if I'd want my RG2 bots representing me in an official tournament now. At least if it keeps the Robogames name people will be aware that the bots seen in it aren't a current representation of the abilities of the builders who made them

"With Billy uploading the Antweight & Beetleweight Division. We've decided it best have Billy continue those divisions. However, with the other weightclass we're looking into restarting them from the signups stage."

I agree with your point entirely but it seems like submissions will be reopened so it's basically a new tournament in all but name.
Oh well in that case yeah I agree with you then. If it's having a new round of signups then it really has no link at all to Robogames.

377
Discussion / Re: Robogames 2 - Discussion
« on: April 07, 2019, 10:52:42 AM »
inb4 Badnik mysteriously gets bad matchups in every round of the HW series /s

If you're rehosting it with new signups, why not rename the tournament and make it another official GTM tournament like GTMCS, considering the scale and that it's not effectively a community run tournament.
Hey man I got crap matchups in OW and I didn't even have to piss anyone off to get them (that I know of at least)  heck

Not sure forcing people to use their old ass RG2 bots in a "new" official tournament is really a good idea. I know that personally I feel I've progressed a lot as a builder since I made my RG2 bots, and I'm sure others have too, and IDK if I'd want my RG2 bots representing me in an official tournament now. At least if it keeps the Robogames name people will be aware that the bots seen in it aren't a current representation of the abilities of the builders who made them

378
ra2's successor is finally here

We’re trying!  Hopefully by launch time we are worthy.

Speaking of that, I am looking to put together a team of RA2 AI experts to work on the usability of the RR2 AI system.  My goal is to capture all of the possible inputs a player want to have for their robot’s AI. 

Any recommendations on who I should ask for help?
Apanx would undoubtedly be the first guy you should go to on that front

379
Custom Components Showcase / Re: Pay Tribute With Replicas
« on: April 06, 2019, 06:55:40 AM »
Yeah OBJ is free. The download's floating around on here somewhere. Besides that you need blender or some other CAD software, but there are a few free options

Blender is free if im not wrong.
Also for the objtora2 chassis you need to set the graphics to low or else they wont work. There should be a guide here anyway
The graphics don't have anything to do with the model not working. It's more about the overall topology within your model. Since OBJRA2 requires the model to be split into tris (Having triangular faces within your mesh) to process the model and build a mesh. Knowing that this is a game from 2003, you want to have as few polygons/tris as possible for the game to build the mesh without causing the game to slowdown or even crash.
Not true from my experience. You need to do the trov glitch, or set the graphics to low for an OBJ chassis to show up properly

380
Tournament Archives / Re: Trak Attak - SBV
« on: April 06, 2019, 06:54:23 AM »

Pages: 1 ... 12 13 14 15 16 17 18 [19] 20 21 22 23 24 25 26 ... 79