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Messages - cjbruce

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461

Thats actually great

Will that mean that the options will now save?

Unfortunately no, not in this build.

The damage multiplier should now be saved in PlayerPrefs.  It is working in the Unity editor:



I have the saving system open now.  What other saving isn't working?



462
I'm putting in a damage multiplier slider.  We haven't done any damage tuning yet.

You should be able to slide it all the way to "0" in settings to disable damage entirely for tournaments.
Thats actually great

Will that mean that the options will now save?

Unfortunately no, not in this build.

463
I'm putting in a damage multiplier slider.  We haven't done any damage tuning yet.

You should be able to slide it all the way to "0" in settings to disable damage entirely for tournaments.

464

Ya ill send you the bot.
That is actually a rammer, no hori spinners at all

Fixed, at least partly.  When you select "Rubber" as the material, a Weapon_Blur_Cylinder is no longer created.  EDIT - This means that you can now create your own custom rubber wheels.

I haven't fixed the problem with the weapon blur cylinder being created about an incorrect axis.



PS - Thin 2 drives REALLY well.  Having 10 small wheels is awesome.  It reminds me of Robert Cowan's "Low Low Man" beetleweight:


465
I've always dreamed of seeing the Battlebots reboot arena in this game.

I've reached out to Battlebots but haven't heard anything back.  It would be awesome, but we would need their permission to put it in the game.

466
an issue:

(ok i cant insert attachments)

It looks like the Weapon_Blur_Cylinder that is automatically generated rotates around an incorrect axis.  Drat.  I need to fix this.  Would you mind sending me the .RR2Bot file?

Am I correct in assuming that there are supposed to be 6 horizontal spinners?

Ya ill send you the bot.
That is actually a rammer, no hori spinners at all

I'm looking at it now.  Two issues need to be addressed:

1. I need a way to NOT create a Weapon_Blur_Cylinder when you intend for this to be a wheel.  The Weapon_Blur_Cylinder is specifically designed to compute the collision of a high speed (faster than the physics tick rate) weapon.  If it is used for wheels then it will cause motion but the driving feel will be terrible.  It will be kind of like driving with a tire that goes "whap whap whap" against the floor.

My thought for this is to have a wide range of wheels available so that people won't make their own.  Either that or there needs to be a way for a player to specifically designate a thing as a "wheel" (or more precisely "not a weapon").

2. In some cases the blur cylinder is created about the wrong axis.  I'm trying to fix this now.

467
an issue:

(ok i cant insert attachments)

It looks like the Weapon_Blur_Cylinder that is automatically generated rotates around an incorrect axis.  Drat.  I need to fix this.  Would you mind sending me the .RR2Bot file?

Am I correct in assuming that there are supposed to be 6 horizontal spinners?

468
I found a problem with spinners last night that I believe exists in previous builds.  Spinners were colliding with their own robot, causing all sorts of reaction forces and making big spinners wildly uncontrollable.  Mental Breakdown had the problem too.  The fix was pretty simple, and should be up in the next day or so.

After the fix, Mental Breakdown had a second issue that was masked by the self-collision issue.  Mental Breakdown’s spinner was just barely clipping the arena floor.  This was causing it to bounce up off the floor, losing traction and causing it to drive really slowly.  I fixed it by lifting up the spinner by about 1 cm.  The robot drives fine now.  Its big issue now is the drive is a little too powerful.  Also that the 1 mm steel front wedges break off too easily in combat.

469
this is a great idea but i have a feeling that this could be an issue:

Lets say you break#1, the whole thing falls off. Now in reality, the other wedge sides will be screwed on to the chassis so if #1 breaks and falls off, 2/3/4 would still stay.

This is absolutely on my brain right now.  The breakage scripts are working for entire components, but not (yet) for chassis armor plates.

At one point I had a picture of one of our robots that took a hit in the competition.  The Ampflow A28-150G gearbox was bolted to the inside of a polycarbonate chassis armor plate.  A horizontal spinner hit busted the whole thing off: plate, gearbox, motor, and wheel.  The motor was still connected via two wires to the ESC, so it still worked, even though it was trailing guts everywhere.  It was awesome, and our kids went nuts when it happened in the competition.

That's what I really want to build. :)

470
Glad to see you are back bruce! The new damage handling is looking very nice, cannot wait to play around with it. Would it be possible to add a toggle in the settings to disable parts breaking off in future versions?

As Kix mentioned we have been poking around in the assembled code and I have made a modification to disable the parts falling off for the current version (as it is a bit dodgy as you know). I just wanted to ask what your opinion is on people potentially modifying the game?

There isn't a toggle switch in the settings right now.  My thought is that the entire damage system will be based on parts falling off.  Without it, you could easily build an indestructible robot. This means that the damage system needs to be really carefully tuned or else the game is not fun. 

On second thought, maybe indestructible robots are okay as long as there is a point scoring system for "good hits"?

That being said, I consider people modifying the game to be the greatest possible form of flattery.  I just want to feel like people are getting their money's worth when it finally does go on sale.

Ideally when can pull all the ideas together into an official release. 

PS - How are your Unity/art skills? :)


471
4 x Mental Breakdown, broken:


472
Hey guys,

Its finals week here at school, so I've "final"ly had a chance to sit down and take a crack at a few things:

1. @tashic has been working on the mirroring function in the botlab.
2. We have (finally) nailed down the structure of robots and how they are reconstructed from the BotLab -> .RR2Bot file -> combat.  For this go-around the chain of component addition is preserved in combat.  This means when you hit something hard enough to destroy it, it and everything attached to it will break off together.  You can even proceed to bash composite robot assemblies apart into their individual components.

I've tested #1 and #2 above for heavyweights, and still need to make sure the above works with beetleweights.  I should be able to put something up in the next day or two.

@kix, sorry about the friction/driving.  I'm not sure if I have touched it in the last few months.  The Mental Breakdown you sent me doesn't drive so great anymore.  I think it also has weight issues too.  i.e. its plates are made from a material that will bust apart with very little effort.  i.e. I need to switch everything to 3 mm steel plate to see how that changes the driving.
Hopefully, all submissions for the SvL tournament will still be functional... If not, I'll allow all entrants to send in new bots/ fix issues and resend them. Glad to have you back, cjbruce.

Should I hold off until after the tournament?

473
Hey guys,

Its finals week here at school, so I've "final"ly had a chance to sit down and take a crack at a few things:

1. @tashic has been working on the mirroring function in the botlab.
2. We have (finally) nailed down the structure of robots and how they are reconstructed from the BotLab -> .RR2Bot file -> combat.  For this go-around the chain of component addition is preserved in combat.  This means when you hit something hard enough to destroy it, it and everything attached to it will break off together.  You can even proceed to bash composite robot assemblies apart into their individual components.

I've tested #1 and #2 above for heavyweights, and still need to make sure the above works with beetleweights.  I should be able to put something up in the next day or two.

@kix, sorry about the friction/driving.  I'm not sure if I have touched it in the last few months.  The Mental Breakdown you sent me doesn't drive so great anymore.  I think it also has weight issues too.  i.e. its plates are made from a material that will bust apart with very little effort.  i.e. I need to switch everything to 3 mm steel plate to see how that changes the driving.

474
Kix and CodeSilver23, thank you for your answers guys (Sorry mine is a lil bit late...)
But... you missed the main point that would block most of new testers...

When you unpack the september 17's build the "C:\Users\User\AppData\LocalLow\Nerd Island Studios LLC\Robot Rumble 2.0\Robots" folder doesn't exist AND while you don't create it by yourself you can't see the built-in bots and can't start any battle !

For example, try renaming your folder (as "...\Robots.bak" for example), run the game and you'll fast see what I mean. It looks like actually nothing in the game create the folder...

I'm (and you are certainly too) the kind of guys searching the Web and not giving up so fast when it comes to get something interesting working... But at first it's a bit disappointing and some people would have given up the testing of this game deleting the folder thinking it's really too early in the alpha...

Sorry for the confusion.  That folder is only used to store user-made robots.  The prebuilt robots are packaged up as part of the .exe file.  They weren’t built using the in-game robot workshop.

475
Here's the Panic Attack I'm having problems with. (Mentioned on the game page.)
I've left the srimech on just one gearbox so you can see the difference between that and the totally limp forks.

Taking a look at Panic Attack now.  I have set the gear ratios to be the same, and I see that the srimech rotates quickly, while the forks rotate more slowly.

Are you using the same motors for all of the actuators?  The same motors with the same gearboxes experiencing the same load should rotate at the same speed.  Any speed difference would be due to a difference in load.


476
Whats up with the resolution? If i play at 1080p it looks like its 720p and with lot of aliasing, and if i play on 4k it also looks like 720p, but now with black birs on side, like its on a non widescreen format

Hmm... We shouldn't have changed anything recently with screen resolutions.  Is this a recent change?

477
New Bleeding Edge Build!

RR2-Windows-10October2019-Alpha-Build
RR2-MacOS-10October2019-Alpha-Build.app

http://www.robot-rumble.com/bleedingedgebuilds/

[Added] Belts and chains can now be stacked.  The usable output axle will be the one on the last transmission component in the stack.
[Bug Fix] Fixed a problem when saving a custom shape.  Sometimes an ID was assigned that was already in use which didn't allow the shape to be saved.

478
Just released the 17September build as a stable alpha build on itch.io:

https://robot-rumble.itch.io/builds

Here's the rundown of things we have done since the last stable build on 06August.  Please note that this stable build is the exact same build as the 17September bleeding edge build.

[Added] Added gearboxes.  They take up a fair amount of space right now, but they should work.
[Added] Added Date/Timestamp on main menu.  This should make isolating problems by build easier.
[Added] Added a free rotating hinge and a 90 degree hinge to "Extras" tab in bot lab.
[Added] Reworked the component placement restrictions: 1. Invalid placements are shown in red. 2. You can't attach components to electronics or batteries, unless you are placing electronics or batteries. 3. You can't attach components to motors/pistons/actuator bodies, only to the axle/rod/etc.

[Removed] Began commenting out damage code in preparation for new damage system.
[Removed] Eliminated the mass reduction used to stabilize high speed spinners.  The result is that high mass/high speed spinners are significantly more likely to go crazy, launching your robot around the arena.  Gyroscopic effects are now significant, and so are the effects due to the discrete nature of the physics engine (a.k.a. physics "explosions").  It doesn't nerf the damage in any way.  It just makes spinners harder to control.

[Bug Fix] Set all arena floors to Steel.  This should make driving and steering all robots significantly easier.
[Bug Fix] Eliminated Depth of Field postprocessing effect.  This was causing excessive blur in the robot workshop when working on beetleweight robots.
[Bug Fix] Fixed out of the arena not being called for all robots.
[Bug Fix] Fixed Bugglebots Arena pit glitches.
[Bug Fix] Reduced AI memory garbage creation.

[Tweaked] Removed cyan tints for steel and aluminum.
[Tweaked] Adjusted friction coefficients to the following:

Aluminum: 0.4
Polycarbonate: 0.2
Rubber: 0.9
Steel: 0.3
UHMW: 0.05
MDF: 0.3

479
No flat motor yet?

Not yet.  Our modeler is super busy with their day job ATM.

At this point we are trying to focus on getting the codebase up to speed.  Once all the code pieces are in place we should be able to shift over to creating content.

480
New Bleeding Edge Test Build is out!

http://www.robot-rumble.com/bleedingedgebuilds/

The latest versions are the 17SEPTEMBER2019 builds.

[Added] Gearboxes!  They take up a fair amount of space right now, but they should work.

This build is a stable build release candidate.  If the gearboxes have issues, we will release the 14September builds as the newest stable builds.  Our next step is reworking damage, which will involve breaking  A LOT of things.  This will be the last stable build before we start down this new path.

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