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Messages - cjbruce
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761
« on: April 07, 2019, 08:37:31 AM »
good progress, i cant drive my bots tho
Uh oh. That's not right. Are you using the latest Alpha version 2.01? What exactly is going wrong?
I wire them up, but they dont move in test area or battles
Hey, Kix. I can send you a download of the latest version, if you want it...
i mean its pretty much the same as the one i downloaded
I'm not sure if you saw this on the other thread, but maybe this will help? Double posting the instructions here. Please let me know if this doesn't work for you, and we will do some more advanced troubleshooting.
@tashic is working on motor wiring now. It is complicated, and taking a while to sort through.
Stuff that should work right now:
1. Attach a couple of AmpFlow motors, one or the left wheel and one for the right wheel. 2. Attach wheels to the motor attachment points. You will probably need to rotate the view to get the wheels to snap to the axles. 3. Go over a few screens to the "Controls" tab. Select the motor on the left side of the screen, and click "Left Drive Motor". Select the motor on the right side of the screen and click "Right Drive Motor". The game assumes that the forward direction for the robot is forward the rusty green lathe in the back of the room. 4. Click on the game controller icon at the top of the screen to test the controls. 5. Use WASD to drive.
Ive seen it, dw i have done it, yet to no avail
Drat. I was hoping it was as simple as the above. At what point in these instructions did the failure occur?
762
« on: April 07, 2019, 07:49:52 AM »
ra2's successor is finally here
Just saying, but i may still play RA2 and host tournaments on there after RR2. Like, RR2 is great, but RA2 also feels like a good classic to me, and Idk if my laptop will lag running RR2 or not
I totally respect that. RA2 is awesome. It has an incredible community with unheard-of longevity.
I wouldn't give up on the laptop though. I'm doing all of my game dev on a laptop, and am targeting a 2013 MacBook Air with 8 GB of RAM as the minimum. Would you mind trying the game on your laptop and letting us know how it goes?
I can play the game on Internet site right? Because I haven't tried it yet as I assume I have to download for it, and I don't want to download updates a lot every time a new version comes out tbh, considering the stage of the game now. If it's Internet though, I may be able to try on late April, because RL stuff
Unfortunately, no. We don't have a browser version of the RR2. I originally wanted to do this, as I do most of my work in Construct 2/3, and the original "Robot Rumble" was built for the web. RR2 is a native-only app for Windows and Mac. The game works now, but we are making a ton of changes to it. The AI coding screen is coming along nicely, and I'm hoping to put out another public Alpha before the end of April. If you want something more stable, be sure to sign up for the closed Beta (this summer??? maybe???). We should be "feature complete" (a term I use loosely) by then. Just don't wait too long -- the longer you wait, the less likely we will be able to fix any issues that you find. To sign up for the closed beta, head over to our website at www.robot-rumble.com.
763
« on: April 07, 2019, 07:38:02 AM »
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
Thanks for the recommendation!
764
« on: April 07, 2019, 07:35:56 AM »
booted up the new demo, some bugs ive found
-manta's flipper and bubblegum in general are rather buggy and like to clip their parts into each other leading to physics weirdness -bubblegum and crippling depression's weapons spin the wrong direction -ai robots seem to have a problem navigating around the pit cover? like when they drive over it they seem to be stuck navigating in that one small square until another robot pushes them out -spinner sound effects do not stop when a match is restarted, leading to the same sfx being overlayed multiple times -ai flippers cannot self-right -royal robby's axe retracts too fast for its own good imo -floor spikes seem to do too much damage -ive had matches where ballerina's weapon won't spin, for some reason. i think this has something to do with the aforementioned sfx bug
Thanks for the feedback! I've posted all of these on Trello. Out of all of these, AI flipper self-righting is fixed for an internal build, and should be for the next public release. We should be able to get to most of the rest as well.
765
« on: April 07, 2019, 07:30:05 AM »
ra2's successor is finally here
Just saying, but i may still play RA2 and host tournaments on there after RR2. Like, RR2 is great, but RA2 also feels like a good classic to me, and Idk if my laptop will lag running RR2 or not
I totally respect that. RA2 is awesome. It has an incredible community with unheard-of longevity. I wouldn't give up on the laptop though. I'm doing all of my game dev on a laptop, and am targeting a 2013 MacBook Air with 8 GB of RAM as the minimum. Would you mind trying the game on your laptop and letting us know how it goes?
766
« on: April 07, 2019, 07:09:36 AM »
good progress, i cant drive my bots tho
Uh oh. That's not right. Are you using the latest Alpha version 2.01? What exactly is going wrong?
I wire them up, but they dont move in test area or battles
Hey, Kix. I can send you a download of the latest version, if you want it...
i mean its pretty much the same as the one i downloaded
I'm not sure if you saw this on the other thread, but maybe this will help? Double posting the instructions here. Please let me know if this doesn't work for you, and we will do some more advanced troubleshooting. @tashic is working on motor wiring now. It is complicated, and taking a while to sort through. Stuff that should work right now: 1. Attach a couple of AmpFlow motors, one or the left wheel and one for the right wheel. 2. Attach wheels to the motor attachment points. You will probably need to rotate the view to get the wheels to snap to the axles. 3. Go over a few screens to the "Controls" tab. Select the motor on the left side of the screen, and click "Left Drive Motor". Select the motor on the right side of the screen and click "Right Drive Motor". The game assumes that the forward direction for the robot is forward the rusty green lathe in the back of the room. 4. Click on the game controller icon at the top of the screen to test the controls. 5. Use WASD to drive.
767
« on: April 07, 2019, 06:49:30 AM »
I could never figure out how to wire any of the motors even when following the instructions. So haven't made anything that works.
Sorry about that! @tashic is working on motor wiring now. It is complicated, and taking a while to sort through. Stuff that should work right now: 1. Attach a couple of AmpFlow motors, one or the left wheel and one for the right wheel. 2. Attach wheels to the motor attachment points. You will probably need to rotate the view to get the wheels to snap to the axles. 3. Go over a few screens to the "Controls" tab. Select the motor on the left side of the screen, and click "Left Drive Motor". Select the motor on the right side of the screen and click "Right Drive Motor". The game assumes that the forward direction for the robot is forward the rusty green lathe in the back of the room. 4. Click on the game controller icon at the top of the screen to test the controls. 5. Use WASD to drive.
768
« on: April 06, 2019, 04:39:34 PM »
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?
769
« on: April 05, 2019, 05:26:09 AM »
good progress, i cant drive my bots tho
Uh oh. That's not right. Are you using the latest Alpha version 2.01? What exactly is going wrong?
770
« on: April 04, 2019, 09:30:31 PM »
You must be some sort of guy with superpowers, ‘cause this game you’re making is mind-blowing.
Thanks for that! I don't have superpowers. Our team does. @tashic is a genius, @Anarchy_Fox is amazing, and @callumbigden makes everything look incredible. I just direct traffic every now and then.
771
« on: April 04, 2019, 02:35:45 PM »
The miniscript code editor screen is coming together! It is now possible to live-code AI and watch the robot update its AI behavior in realtime. In theory you could fight an entire battle by typing code! 
772
« on: April 04, 2019, 09:22:01 AM »
I'm enjoying the new RR2 version. Keep it up.
Glad to hear, and thank you!
Since I know you're in the RR2 building community, I have something to ask- What gave you the idea to make RR2?
Great question! It originally started a few years ago with our school's robot combat club. We do one competition a year with 85 pound robots. Our students typically finish their robots at the last minute, and typically have never driven their robots before we put them into the arena. Since the winner of a round is often determined by the better driver, I figured we could have a huge advantage if our drivers had practiced before the actual competition. Thus RR2 was born. Since then the game has morphed into more than a robot driving simulator, but I still intend to use it on the first day we meet next school year to help students figure out what designs work. Right now we are working on wiring up multiplayer controls, and I am super excited for the day when we can give each student a controller and have them go 1 on 1 in an arena with controllers that are pretty close to the Spektrum DX6's that we use IRL. Fun is important, but the core game also needs to be grounded in reality in order to be useful as a trainer.
773
« on: April 02, 2019, 06:28:38 PM »
I'm enjoying the new RR2 version. Keep it up.
Glad to hear, and thank you!
775
« on: March 29, 2019, 12:52:31 PM »
gameplay seems pretty nice and i like what you got for the botlab so far (especially those scaleable shapes)
it seems D.B 2's flail tends to go a bit crazy during fights sometimes
i have 2 questions: -what is the Temp stat bar for ? is it something related to pneumatics ? -is this like RA2 where you need the weapon components to do damage (e.g adding spikes at the end of a bar) or can i just spin a rescaled cube shape as a bar spinner and it will still hurt sh** ?
Unless we can figure out how to make the flail more stable, we will most likely remove it from the game. It is great for testing purposes though! We haven’t finalized temperature yet, but right now the way it works is: 1. Each damageable object keeps track of its own hp and temp. The one that you see displayed in the bar is just the chassis. 2. If temp rises above a certain level, components shut down. If it rises way too high, that ovject takes damage. Right now the only things that would cause that to happen are arena flames and lava. Anything and everything in the botlab can cause damage to a damageable object. You can definitely make weapons in the shape editor. However, we haven’t done any balancing with this yet, so it is highly likely that we will have certain components that do more damage. My thought is that you can cut any shape you want out of mild steel in the shape builder. However, you will need to use the yet-to-be-built RR2 Component Modding Tool to create a hardened steel spinning weapon. The mild steel weapon will work, but the purpose built one will work better.
776
« on: March 29, 2019, 07:05:32 AM »
I'm enjoying this version so far, the only problem being that the bot lab is super laggy for me, which might just be my computer.
Feedback- Royal Robby is super glitchy, and randomly flies into space sometimes after firing the axe. Also, it seems to have way too much ground clearance, and no beta-style tail to keep it from flopping, even when dealing a not glitchy hit. Bubblegum feels broken, since it seems like its impossible to destabilize it, and it still does RA2 damage by just grinding away and doing nothing while the opponent dies trying to kill it Theseus' AI has absolutely no clue what to do when its flipped over and just drives around aimlessly Sometimes robots will just sit there and do nothing after outwedging each other
Shoot! The robot workshop shouldn't be laggy. In which screens do you notice it the most? Is it when the robots are loading? We definitely need to fix Royal Robby. I think the fundamental problem is that the momenta involved are too high for the physics engine to handle. Good call about that tail! Royal Robby is @anarchy_fox's original design, so adding it wouldn't be a problem at all. Bubblegum is ridiculous. It is fun until you realize that with the way things are right now, it is completely unstoppable. It shouldn't be too hard to dial things way back. Poor Theseus. I think an AI tweak is in order, a lowered center of mass to reduce tipping, and maybe some magnets to help hold the robot to the floor. Over the next few weeks I will try to nail down the AI issues above, as well as start the process of transitioning over to miniscript control for the AI. Once AI is exposed via miniscript, it will be available to everyone here for modification. I can't wait to see what people come up with and share with the community. Maybe one more public Alpha release with user-editable miniscript AI? Is this something that you might want to sink your teeth in the next two months? Let me know!
777
« on: March 29, 2019, 06:52:02 AM »
Thanks for responding to my feedback, the build is working a lot better now.
A few more things I've noticed: - Human controller flipper bots seem to have their weapons still controlled by AI, as in they fire without user input - Inverted bots only fire their weapon when the countdown starts. It would be nice for the AI to behave more like they do in RA2, where there is a toggleable 'invertible' setting, where if false the bot fires it's weapon until it is uninverted. - Royal Robby doesn't seem to have a weapon firing sound effect - When you're trapped under the flipper of an AI, they seem to spam fire their weapon fruitlessly until they run out of CO2 (screenshot of the positioning I'm talking about is attached). Maybe add a short cooldown for the AI firing their weapon, and only let them fire again once their weapon has fully/mostly retracted? Just a thought. - I think you've been a bit stingy with the CO2 allowance for each bot, but that's personal preference. Maybe instead of a hard limit, the flip power (and CO2 useage) decreases non-linearly, so later flips are weaker but use less CO2 (due to the pressure having decreased as a result of running low).
Hope that helps 👍
It definitely helps! - I noticed the automatic triggering of smart zones for player-controlled robots last night too. Yesterday I did a complete rewrite of the control system, and this was a bug that has just popped up. Smart zones should only do something when under AI control. As we transition over to miniscript, this problem should go away entirely for robots you build in the workshop. Once miniscript is working correctly, Smart Zones won't trigger anything. They will simply send an "iAmTriggered" (or something like that) statement to miniscript, and it will be up to the user to decide what to do with that information. -We are still working on music and sounds for everything. It is a long process. :) -The flippers and Royal Robby are using the same default code for triggering their weapons. I will see what I can do to fix it this morning. -The CO2 allowance is using an accurate physical model based on the size of the the tank, the buffer tank, the internal volume of the piping, and the stroke volume of the piston. I assumed no friction, no gas losses (unless there is a leak), no gas flow from the storage tank during the stroke, and that the CO2 behaves as an ideal gas once it is inside the buffer volume. The piston force even drops dynamically during the stroke when the volume grows and the gas expands adiabatically. With all that said, I agree. I don't like it. Realistic does not feel good. Its the reason I haven't built a flipper in real life with my students. Gas-powered things are great when they work, but they stop working for a million reasons and it is hugely frustrating. I think I prefer the less-realistic model that you described. Besides that it would be WAY simpler to code. :)
778
« on: March 28, 2019, 10:58:08 PM »
Enjoying what I've played of the new build so far! Am I right in thinking there's no way to create flippers in the botlab at the moment though, or am I missing something?
Edit: On another note, it seems that flippers in this build aren't working full stop, whether controlled by player or AI. Tested with Earthquake, Manta and TR3. Pressing the flip button decreases the gas meter, but doesn't do anything.
I published without noticing that the exported file was using the wrong version of Unity. This broke the music and the flippers and axes. Oops.  I just pushed a corrected version. As of right now, there isn't a good way to do flippers or axes in the BotLab. We are working on it!
779
« on: March 28, 2019, 10:53:51 PM »
After noticing some serious Boo-Boos on today's Alpha Build 2, we have just released Alpha Build 2.01. If you just downloaded Alpha Build 2, please head back to https://robot-rumble.itch.io/builds. to get the update. In this fix: 1. Manta, TR3, and Royal Robby's weapons are working. 2. Music works too. Also, if you haven't already, please remember to sign up for the closed beta at www.robot-rumble.com. Feedback: - Default Windows desktop 64-bit.exe isn't a very friendly name for the game's .exe. - Windows defender warned me about the file being potentially malicious. I'm sure it's a false flag but this is the first time this has happened to me, so it might be alarming enough to scare some potential players away, assuming I'm not the only one getting this - A lot of the time both bots just refuse to move after the match starts. I noticed that this happened more frequently when playing as/against Theseus or Royal Robby. - Both Earthquake and Manta's flippers seem to be non-functional, aside from draining gas. - Royal Robby's axe has a nasty habit of just flinging itself into space for no reason when fired, much like the Firestorm flipper glitch in DSL2.1. - As a minor balance note, I'd love to see Royal Robby have a lower ground clearance so he can actually get under the sides of some buts, like Terrorhurtz IRL. As of right now he's mostly useless against anything with a wedge.
Thank you for the comprehensive feedback! We will definitely rename the game for Beta and the official launch. The weird names should help make it clear to players that these are Alpha releases, and shouldn't be confused with what comes later. Sorry about Windows Defender! I always get a similar warning on my Mac. When we get a little closer to the finished version, we will see if we can get the game whitelisted. I think I might have solved the problem with both robots not moving. It is intermittent, and was hard to track down as a result. We'll see if this latest version fixes it. I solved the problem of flippers not firing. It turns out it was caused by an incorrect build setting. This has been fixed. We will definitely need to tune the axe. It is way too heavy, and throws Robby when it fires. Lower ground clearance -- yes! I just lowered its center of mass, but we will need to adjust the physics model as well.
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