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Messages - Sic

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61
Game Development / Re: Scrapmatch
« on: April 01, 2014, 07:06:10 AM »
Aprils fools. Heheh. I'm so funny. Project continues as usual. :)

62
Game Development / Bad news
« on: April 01, 2014, 02:19:09 AM »
Hey guys. You probably noticed that I haven't been posting any updates for a while, and It's because I've lost interest in the project. I'm really sorry to disappoint you all, but I feel like the project is just dragging me down to boredom whenever I think about it. I hope you can understand. Bye.

63
Existing Games / Re: ROBOCRAFT
« on: March 17, 2014, 05:37:16 PM »
That's actually a very clever design. I like it!
I feel like I've seen a ship like that in some sci-fi movie or image or whatever but not sure where.
Oh you're gonna love the controls:
Space = forward
Shift = reverse
Left = right
Right = left
Up = down
Down = up

64
Existing Games / Re: ROBOCRAFT
« on: March 17, 2014, 02:19:33 PM »
You guys got a platoon?
Nope
Ah well. Here's a few pics of my T1 ship. It's kinda slow but can fly out of laser range and still bring death to ground targets. I've won 2 of 3 air battles and never shot down by a ground unit.

However, I just upgraded it with more gun. Because as we all know, more gun is better.

Armor isn't necessary since I rarely get hit. The new model just won a 3 vs 1 airfight
Also my username is 'Siccity' for those of you who want to know.

65
Existing Games / Re: ROBOCRAFT
« on: March 17, 2014, 07:45:31 AM »
You guys got a platoon? I'm ready with some heavy plasma barrage air support. Pics coming in a few hours.

66
Game Development / Re: Scrapmatch
« on: March 17, 2014, 06:06:09 AM »

67
Game Development / Re: Scrapmatch
« on: March 17, 2014, 05:05:51 AM »
Also Sic I discovered while making these things a few things that need fixing on the game:

You can't change chassis points so you have to start over
I assume you're talking about the 2D design blueprint when you make a new bot. Its not really that its hard to implement or anything, i just didn't bother doing it last time. I'll note it down for the next alpha.
You can't back out of most menus
If you're talking about the main menu, there's a small 'main menu' button in the lower left side when you're in TeamHQ or Multiplayer menu for example. I know it's small, but the main menus are still at a very early point. I might remake them at next alpha.
When you create more than 1 bot in 1 team they all share the same chassis
Well there's something I didn't notice. A temporary fix is to rename the bot in Overview menu and save it with a new name to create a copy. Then you can open the copy and click 'scrap & start over'  in Overview menu.
But apart from that:
Really like how the metal beam system works, it's just really easy to create something.
love the main menu and the dart throwing as well as moving the camera according to your mouse

Really enjoying this, I'm really loving it so far
Thank you, I appreciate your support and feedback. Stick around :)

68
Game Development / Re: Scrapmatch
« on: March 17, 2014, 03:54:35 AM »
ok ive downloaded it now and its awesome work. i opened a server lol
Remember that you need to forward port 29791 if you want to host a public server

69
Game Development / Re: Scrapmatch
« on: March 14, 2014, 08:01:28 AM »
Imagine this on Vita as an indie game. I would cry of awesomeness.
Ehh you're welcome to donate me a Vita and I'll do my best

70
Game Development / Re: Scrapmatch
« on: March 13, 2014, 05:38:01 PM »
I was just going to ask, when it does reach the full game, which I know is quite sometime, what will you do? Will you carry on adding on updates? Maybe put this on different gaming devices cause I'm pretty sure that lots of robotics or technology fans will love this game, I'm just intrigued,

anyway about the game, this is looking awesome and only is still in alpha, honestly I really like where this will go  :mrgreen:
Actually I just got myself an Android tablet. Yeah I guess I'll port it to tablets at some point, and on phones as well if they can handle it. I will definitely keep updating with official updates while keeping it as moddable as possible. I'm not sure yet, but I hope I can add some opensource code for the components so that whoever wants to can start adding to the game at next alpha.

Also I think I broke something.

71
Game Development / Re: Scrapmatch
« on: March 13, 2014, 08:56:15 AM »
This is seriously, seriously good.
Remember to post pics if you make something cool.

After tinkering around with it for 20 minutes, I made this:

(Image removed from quote.)

For an alpha, and for the game that's only spent (a few weeks, I guess?) in development, this is extremely well done so far. My only gripes with it at the moment are the lack of ability to build diagonal pipes, and that the shadows are a little messed up on the panels. Some colour/texture options per panel would be appreciated also, but considering it's early days for the game, I'll just sit back and see where it goes.

So far, I'm very impressed. I can't wait to see a finished version someday, and hopefully a budding community for it. You keep on rockin', Sic!

EDIT: Being able to adjust each pipe's thickness individually would be an added bonus also, but considering the colour,shading and diagonal requests up there, I'm totally cool with waiting for it. Overall, this game has awesome amounts of potential, and I can't wait.
Thank you for the awesome feedback. Cool bot too.
The game has been under development for about 3 months if I remember correctly, but it's a one-man show and I've got school as well. I did not implement diagonal pipes, because it'd interfere with the current point-and-click system, instead, as you probably know, build two pipes, connect their endpoints with a third and remove the first two to get a diagonal one.
As for the colour, it's already planned. However, I've seen a lot of requests regarding colour, so it might come soon.
The panels are still in early alpha. The problem here is I have to generate plate models at runtime. It is indeed up for improvement at a later point.

Cheers for the feedback on the bot - It's a lot easier to design intricate bots in this rather than DSL, But DSL has quite the significant speed advantage - I've got a few ideas that might speed designing in ScrapMatch up:

1) Diagonal Pipes
2) Attachment points midway down a pipe, so that I don't have to create a 35cm pipe to get into the middle of a 70cm pipe

The current diagonal system works, but it could be bettered - I'm cool with working with the way it is until an alternative comes, though.

I get your problem with the panels, and I'm pretty cool with it - maybe being able to create a panel from 4 points as well as 3 might be able to streamline it? I'm not really sure, I ain't a games designer, I've just got ideas.

Anyway, what you've got so far is awesomely awesome. Everyone on GTM is backing you, dawg. Keep up with it, and I'll try to help in any way I can - probably won't be able to do much, maybe chip in a few textures or a few arena ideas here and there.

Keep working at it, man. You're gonna go places.
I'll try to think of something.

72
Game Development / Re: Scrapmatch
« on: March 13, 2014, 03:10:19 AM »
This is seriously, seriously good.
Remember to post pics if you make something cool.

After tinkering around with it for 20 minutes, I made this:

(Image removed from quote.)

For an alpha, and for the game that's only spent (a few weeks, I guess?) in development, this is extremely well done so far. My only gripes with it at the moment are the lack of ability to build diagonal pipes, and that the shadows are a little messed up on the panels. Some colour/texture options per panel would be appreciated also, but considering it's early days for the game, I'll just sit back and see where it goes.

So far, I'm very impressed. I can't wait to see a finished version someday, and hopefully a budding community for it. You keep on rockin', Sic!

EDIT: Being able to adjust each pipe's thickness individually would be an added bonus also, but considering the colour,shading and diagonal requests up there, I'm totally cool with waiting for it. Overall, this game has awesome amounts of potential, and I can't wait.
Thank you for the awesome feedback. Cool bot too.
The game has been under development for about 3 months if I remember correctly, but it's a one-man show and I've got school as well. I did not implement diagonal pipes, because it'd interfere with the current point-and-click system, instead, as you probably know, build two pipes, connect their endpoints with a third and remove the first two to get a diagonal one.
As for the colour, it's already planned. However, I've seen a lot of requests regarding colour, so it might come soon.
The panels are still in early alpha. The problem here is I have to generate plate models at runtime. It is indeed up for improvement at a later point.

73
Game Development / Re: Scrapmatch
« on: March 12, 2014, 05:45:07 PM »
This is seriously, seriously good.
Remember to post pics if you make something cool.

74
Game Development / Re: Scrapmatch
« on: March 12, 2014, 05:31:52 PM »
Have fun.

75
Game Development / Re: Scrapmatch
« on: February 28, 2014, 01:48:03 PM »
Just keep in mind that the more 3D models that the game will have to load, the better computer the player is going to have to have. Also keep in mind that most of the people showing interest in this are players of a game from 2003 and most of their computers are sub-par or below when it comes to today's standards.
I am well aware of this, but thanks for pointing it out. To counter this issue I've created several versions of most models with different levels of detail. I'm building the game on a pretty new machine, but when I release the alpha (hopefully somewhere next month) I'll need you guys to tell me about your experiences (lag, bugs, crashes) etc so I can try to adjust everything so that even an old xp/94 can run it with a reasonable framerate.
I've been coping with an old xp laptop for ages, I know what it's like to be in that position.

76
Game Development / Re: Scrapmatch
« on: February 28, 2014, 01:05:04 PM »
I'm now intrigued as to how deep this is going to be. Is this going to be used for backgrounds/test labs only, or are we going to have to drill our own chassis pieces?
As for now it's only a prop for the 'lab' but it might have more interesting uses later on.

77
Game Development / Re: Scrapmatch
« on: February 28, 2014, 11:45:07 AM »
I'll be gone for the weekend

78
Game Development / Re: Scrapmatch
« on: February 27, 2014, 03:16:35 PM »
Quote from: That Robot is a Spy!
If you're going to call this project RA3 when you haven't completed alpha yet, then you have very lofty expectations.
I never did. The community did. And I feel honoured that they did.

Quote from: That Robot is a Spy!
Distribution method matters because of monetization/intentions of the game.
Who says I'm going to take money for it?

Quote from: That Robot is a Spy!
He seems to be accepting of the title.
You bet I am. However Scrapmatch remains as the official name.

Quote from: That Robot is a Spy!
I'm not opposed, I'm merely being realistic about a one-man project being so successful that it will become RA3.
One-man project? I have the entire Unity Team keeping the project together. I'm merely directing it.

Relax. The new alpha is almost ready.

79
Game Development / Re: A New Hope
« on: February 27, 2014, 10:29:57 AM »
Dude.... This looks SO potential for a Robot Arena 3 game... I wish you best of luck with this!

And I think you're over exaggerating way too much.

I'm not going to deny that this is quite good design, beyond my capabilities if I tried, but is this going to be a random downloadable game, a game that'll be on Steam Greenlight/Xbox Live Arcade or what? Because it's a nice project and all, but people calling it RA3 are going way overboard with this.

Still, best of luck I guess.
What does it require of a game to be worthy of the 'RA3' title, And how is the distribution method relevant?

80
Real Robotics Discussion / Re: Request for images and data!
« on: February 27, 2014, 01:35:01 AM »
Gives me an excuse to tear apart my stuff.
Base plate is 5052 Aluminum.
Outer parts of the bot will be Steel, the dust cover will by plexyglass.
Steel weight: 7.3g/cm^3
Plexiglass weight: 1.19g/cm^3
Aluminum weight: 2.68g/cm^3
Cardboard armor. I gotta add that :)
Can you tell me how you programmed the controller? Do you configure it through modifying the hardware or by using software on your computer?

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