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Messages - Wambo
61
« on: August 09, 2019, 04:41:11 AM »
When it just shows a "robot" button, that means that something went wrong while loading a robot and it stops spawning the others.
How can I fix it?
62
« on: August 08, 2019, 06:51:25 AM »
I played the new build and I can't save any bot I built and all the bots, I built in the August 2 build are gone.
63
« on: August 08, 2019, 06:07:02 AM »
What can I do, if the filefor the new build doesn't open?
Did you extract the zip file?
It doesn't want to extract or open it. Maybe that's just my computer doing weird stuff
Windows or MacOS?
Maybe try the build I just uploaded?
Ok I don't know why, but my computer only downloaded about 50 megabytes. Anyways it's working now, as I downloaded it again
64
« on: August 07, 2019, 07:31:05 PM »
What can I do, if the filefor the new build doesn't open?
Did you extract the zip file?
It doesn't want to extract or open it. Maybe that's just my computer doing weird stuff
65
« on: August 07, 2019, 06:03:38 PM »
What can I do, if the filefor the new build doesn't open?
66
« on: August 04, 2019, 05:08:03 AM »
I can't open the zip file of the new build. How do I install it?
Forget about it. I restarted my computer and it works.
67
« on: August 04, 2019, 05:01:22 AM »
I can't open the zip file of the new build. How do I install it?
68
« on: July 30, 2019, 06:41:48 PM »
Will both get gamage, if a spinner hits a wedge?
That’s a great question. In general I try to start with a good physical model, then simplify the variables so it is easier for everyone to grok. Here are my thoughts on spinners vs wedges:
A. When a spinner hits a surface, its ability to “dig into” the surface for a “good hit”, causing damage and impulse, is based on the amount of bite x the “directness of the hit”. A wedge at a glancing angle will make it very difficult to get a good hit. The wedge will slow/stop the spinner which will then bounce upward.
B. When a spinner is hit with a component of the force parallel to its axis, it can put a really nasty torque on the bearings. In our school competition, I watched a big heavy steel hammer spinner break all of its own supports upon impact with a well-built wedge. Everything tilted off-axis upon impact.
The build I’m getting ready for release models A but not B. Is it enough that a wedge just stops a spinner from rotating? I dunno. Lets get the build out and try it. We can always add damage later.
Also, just to be clear: If the spinner catches the edge of the wedge, it will register as a good hit, sending the robots flying and doing damage.
I'm looking Forward to it
69
« on: July 30, 2019, 04:06:41 AM »
Thanks for all of the comments, guys!
No ability to upload yet, but here's what I've come up with in the last few days on vacation:
1. Spinner impulse is working correctly in a physically realistic way. Spinners now apply action impulse to other objects, launching them and getting kicked backward in the process.
2. I took a first cut at spinner damage based on kinetic energy. I haven't done any tuning yet. If you hit an enemy, they take the damage. If you hit a wall or the floor, your own spinner takes damage.
3. Spinner on spinner collisions are not handled yet. I need to think about this.
Anything else before I get back to civilization? :)
PS - This next build will also include our first cut at chassis armor plates. Visually, at least.
Will both get gamage, if a spinner hits a wedge?
70
« on: July 29, 2019, 04:39:36 AM »
Tbh its easier for us to figure and find out bugs
Agreed.
I think so, too. Better release the build sooner and let us find the bugs
71
« on: July 26, 2019, 08:03:34 AM »
Yeah we've pinpointed the cause of the bouncing motor bug just trying to get a fix on it now. Gamedev is basically just making cool new features that randomly break the other ones 
I found the root causes (2) this morning. The fix is fairly straightforward. The collision response should only occur when two conditions are met:
1. The spinner is rotating faster than a threshold RPM. 2. The spinner has rotated more than 2 revolutions.
Fix should come when I can get decent internet access.
great!
72
« on: July 25, 2019, 08:10:39 AM »
I built a hammer - bot. In the test Arena it's fine, but in battle it's bouncing all over the place. [ Quoting of attachment images from other messages is not allowed ]
Weird. It should behave the same. Does it start bouncing immediately, or after you fire the weapon? Also, what kind of motor are you using to drive the weapon?
I am using a rack and pinion burst piston and it starts bouncing, before the fight even starts.
73
« on: July 24, 2019, 07:42:52 AM »
I built a hammer - bot. In the test Arena it's fine, but in battle it's bouncing all over the place.
74
« on: July 23, 2019, 04:49:12 AM »
I will try my best with Headache once again
75
« on: July 23, 2019, 12:15:19 AM »
I have a Question: Is the announcer in the Bugglebots arena actually Bob ?
76
« on: July 22, 2019, 06:19:43 AM »
This might be a bit early, but here are two things, I would like to see in the future:
A servo motor for heavyweights. It would be really useful, to build lifters and clamps.
A different way, to attach belts or chains. It would be cool, to select a Motor, and an object. The two things will be connected. That way you could make a weapon, using two motors. You could also make four wheel drive with just two motors
77
« on: July 22, 2019, 06:12:17 AM »
(Insert Attachment 0)
My robot keeps dancing on it's back 
I think I know, why this happens. Always when you attatch an axe or a lifter to a Motor with limited rotation, the game thinks it's spinning 360 degree and hits the ground
78
« on: July 20, 2019, 10:28:12 AM »
(Insert Attachment 0) My robot keeps dancing on it's back
79
« on: July 20, 2019, 09:52:47 AM »
The flippers work very well! I didn't have any issues so far.
80
« on: July 20, 2019, 04:05:58 AM »
Great build  .I like, what you have done to the botlab! But I have some issues with the spinners. In the test area it always sais, that the mass of the weapon is 5 kg. I also wanted to hit the toggle DB and it brought me back to the menu.
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