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Messages - kix
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481
« on: December 26, 2019, 07:07:58 PM »
I just think its a good idea to focus on producing the Component Modding Tool. It seems to produce a long term fix rather than a short that is gonna be changed later
Yeah i guess that should be a big focus rn
482
« on: December 26, 2019, 04:26:36 PM »
What if we added a workshop for components? What is made in that workshop could have combined hp, and you could also apply that part to multiple bots without having to do it all again. You could then share stuff like letters and logos with the community.
Oh so like you can build a bar in there made out of multiple shapes then save it as a one shape?
483
« on: December 26, 2019, 03:09:54 PM »
Ok so the new update is bad. It breaks robots with thin and small parts, it seems like you tried to do something with group coupling and it didnt really worked that well. Can i recommend this? Its a longer thing so it is in spoiler below:
Ok so here is an idea on how to couple parts my way: In extras you would find the section called couple parts. The splash below is pretty self-explanitory.  You would select parts like this, also you would be able to disable collisions: (in this case the rivets, and to help things out, maybe the parts you want to couple should be highlighted with a faint color tint)  After you selected the parts (in this case rivets), you would click next and this would appear  You would select a parent part (a part to couple to), and again it would help if it was highlighted in a color tint, and an outline  You would press finish and voila! You would have coupled parts. If you kept the collision enabled, the coupled parts would have the combined hp from all of the part and the combined weight of them all. One thing i forgot to add is if you would add a button next to couple parts where it decouples ALL parts, it would be a thing for tournament hosts to handling the coupling abuse where people would couple big parts. Oh, and undo function would be nice I think I would like a hybrid approach where you set a threshold and it shows you which parts are too small to add colliders. With this approach you can always bump up the thickness or switch materials for a particular part to ensure its collider stays enabled.
Tbh im not really a fan of this, lets say theoretically that you need a small part to be functional , but the game wont allow that because its too small. Atm the tip of the wedges for cyar's panic attack are not working as they dont have collision. Thats why i recommended that, and people over at RA2 central discord liked the idea. (we usually talk about rr2 improvements there) Worst case scenario: Make a material called decorative, it would have a 0kg multiplier and it would remove collision, also it wouid be good because then it would fall off when the part that its connected to would fall off. Im still liking my idea more, as then we could fix the issue where spinners with a lot of small parts would be fragile There has been talks about the abuse of that where you could nocolide/group the whole bot Now here are some solutions to that: A: "can't group components to the chassis" and "can't group parts that aren't attached" seems like this would fix most issues B: Limit the grouping of parts to 10 parts per group C: If a part is on an axle, it could be only grouped to other parts on that specific axle D: either boolean addition (grouping) or boolean subtraction (making holes)
484
« on: December 26, 2019, 02:31:10 PM »
Ok so the new update is bad. It breaks robots with thin and small parts, it seems like you tried to do something with group coupling and it didnt really worked that well. Can i recommend this? Its a longer thing so it is in spoiler below: Ok so here is an idea on how to couple parts my way: In extras you would find the section called couple parts. The splash below is pretty self-explanitory.  You would select parts like this, also you would be able to disable collisions: (in this case the rivets, and to help things out, maybe the parts you want to couple should be highlighted with a faint color tint)  After you selected the parts (in this case rivets), you would click next and this would appear  You would select a parent part (a part to couple to), and again it would help if it was highlighted in a color tint, and an outline  You would press finish and voila! You would have coupled parts. If you kept the collision enabled, the coupled parts would have the combined hp from all of the part and the combined weight of them all. One thing i forgot to add is if you would add a button next to couple parts where it decouples ALL parts, it would be a thing for tournament hosts to handling the coupling abuse where people would couple big parts. Oh, and undo function would be nice
485
« on: December 26, 2019, 08:52:35 AM »
Maybe we can do another slider to control the number of hit points before a component becomes breakable in settings?
Maybe an option like in gmod? This would be similar where You select all small parts, press group button and then select main part and press group to button, and then it would group stuff together. The collision would be there, unless you maybe check disable collision. I could draw up a mockup. It would be simpler then that slider i guess. Oh yeah for the chassis hp. You said panels falling apart. Maybe atm just do like in older version where hp would decrease after a hit. Panel breaking could be implemented at a later time.
486
« on: December 26, 2019, 07:08:24 AM »
Tbh id like to help make the game but my unity knowledge is nearly non existent, i genuinely wouldnt know where to start
487
« on: December 25, 2019, 06:55:16 PM »
Tbh i want to help, but im fine giving you feedback like we all are doing on gtm.
Now how about we talk about Chassis damage, part grouping, tube components and brushless motors?
488
« on: December 25, 2019, 04:54:31 PM »
When will we get brushless motors? They would be more compact then brushed. However they would overheat. Now because overheating not a thing. Maybe atm, they would weigh more
You actually took my idea. Cuck
Someone had to write it :V
489
« on: December 25, 2019, 03:56:19 PM »
When will we get brushless motors? They would be more compact then brushed. However they would overheat. Now because overheating not a thing. Maybe atm, they would weigh more
490
« on: December 25, 2019, 07:23:28 AM »
A thing we have been talking about on discord. There should be a function to fuse all the smaller part as a one part. Atleast on weapons only. The issue is that some amazing looking bots are made out of a lot of smaller pieces, including the weapon. Now evrn on 20%damage, they all fall off too easily because they mostly have less than steel 5 on them, and that can be a problem
If the hit points are super small, just disable their collider.
Im sceptical about this. You see if a spinner is made out of small parts, that means that the spinner may not have collision where its needed, which will be a big problem. I recommended having an option to group parts together to have combined hp so that way atleast the whole weapon will fall off
491
« on: December 24, 2019, 07:01:07 PM »
Toxic hop has a heart Merry Christmas you toxic man
492
« on: December 24, 2019, 07:00:15 PM »
A thing we have been talking about on discord. There should be a function to fuse all the smaller part as a one part. Atleast on weapons only. The issue is that some amazing looking bots are made out of a lot of smaller pieces, including the weapon. Now evrn on 20%damage, they all fall off too easily because they mostly have less than steel 5 on them, and that can be a problem
493
« on: December 24, 2019, 03:30:55 PM »
The 24December build is up!
Look back a few posts for the bug fixes.
https://robot-rumble.itch.io/builds
This build has really done amazing work! when are we getting Chassis damage tho? Seeing that component is falling off, chassis damage shouldnt be too hard to implement
494
« on: December 24, 2019, 04:53:33 AM »
Oh yeah one thing that i figured out but forgot to tell. When a wheel/weapon falls off spinning motor screws up the physics AFAIK - When a part completely falls off, the motor will spin completely and gyro like hell.
495
« on: December 22, 2019, 12:16:17 PM »
Can components mounted directly to the chassis be broken off, or are they invincible like in RA2?
They can be broken off, unless they are motors for some reason
496
« on: December 22, 2019, 03:40:38 AM »
Some more thoughts regarding damage, chassis hitpoints, and breaking apart components with reference to my previous post about disintegrating robots:
-Currently, the game mechanics are similar to Robot Arena 2, where players design a chassis that is most like a solid body onto which components are attached.
-In real life combat robot design, the chassis is not a solid block, but panels and components attached to a frame or unibody construction of some sort, covering other panels, components, and mounts for those components. During combat, these panels and components are deformed and/or forcibly removed from the frame (also known as damage to the robot).
-The creative freedom currently allowed in Robot Rumble 2 allows for robots to be built out of custom parts much like they are in real life. The only weird part about this is the base "chassis", which seems to have the robot's hit points for judging a KO.
As an experiment, I created a sort of egg beater-style vertical spinner robot that actually has a base chassis that makes up for a small part of the center of the robot. The rest of the robot is composed of re-scaled shapes that are formed into body panels that cover the front, sides, and rear. These are attached to base body panels which are themselves attached to the small chassis piece.
While this method of construction is time-consuming and pretty KO-proof compared to what we're used to experiencing in RA2, I find the combat this creates a lot more satisfying. For an example, I pitted my Tombstonesque horizontal bar-spinning robot against my beater-spinning robot created in this way and the destruction is just awesome! I easily pick apart the wheels, the frame surrounding the spinner, then whoops the spinner breaks off! Then repeated hits to the top and rear body panels just send them flying away, exposing the poor robots guts!
Am I the only one who's going to be building robots in this way from now on? Because it's just fun being able to tear these things apart piece by piece!
One thing I don't quite understand is how the damage is working. How does the material thickness slider affect the damage a panel or weapon takes? What about the physical size of the panel or weapon, or its material? I know the system is totally a WIP, though.
They are fully redoing the damage, and in future, you might be able to slit open a chassis, for now it is as it is. Now the method of construction you are using, is very popular in ra2 and it is known as extednderbot building. The damage, is a mixed bag, slider is self explanitory, i guess the hp is calculated by this formula: material thickmess*material itslef*component cubed size=HP. Idk if this is true, but im speculating that it is built like that
497
« on: December 21, 2019, 03:39:12 PM »
Also, on the topic of modding:
1.We still have the RR2 Component Modding Tool project on the back burner. The idea is to make all of the in-game components using the tool.
2. We also could really use an open source arena builder tool.
Both of these have languished in the vaporware stage because we are down just @tashic and me for development. Would you be interested in picking up one (or both) of these projects? I would like to put them up on github when they are ready.
I mean if you have the start of the projects and can put up with me asking technical questions/asking for access to parts of the source of RR2 I'd be more than happy to take on these in my spare time.
Funnily enough my next question was going to be about implementing arenas as dynamically loaded AssetBundles so this is exactly what I had in mind for the future.
I kinda want to ask for that to see if i can do some stuff, but i dont think i want
498
« on: December 21, 2019, 02:02:58 PM »
I wonder if there is a runtime scene builder on the Unity asset store that we could use...
Let me see what i can find The botlab stuff is pretty robot-specific. We would have to add quite a bit to make it useful as an arena tool.
EDIT: Maybe it should just be like early bot builder. It works, but its not functional as it doesnt save
499
« on: December 21, 2019, 01:53:42 PM »
Building a bespoke arena builder would be quite a bit more work. We played around with the idea a bit initially, but didn’t have enough developer time to do it. It really needs a dedicated person working on it.
I wonder if it would be easy to just copy everything from bot builder, just as a test No mechanics, just simple geometries like the shapes section in bot builder. Idk how hard is it for me to do it
500
« on: December 21, 2019, 01:42:15 PM »
Also, on the topic of modding: 2. We also could really use an open source arena builder tool.
Im pretty sure you might be able to inject arenas into the game via mod. Or alternatively, an arena builder just like how bot builder works I could make a mock up
I was thinking something more official. Like using Unity to create arena AssetBundles that you can load from a directory.
Idk how friendly would that be to inexperienced people.
But it would give unlimited creative freedom. You could make literally anything that you could make in Unity.
It would, but again, with no proper tutorial, most people wont use it
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