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Messages - cjbruce

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801
This looks incredible, gentlemen. Just watched the video and want to express my support. I'm excited for this.

Thank you!  Be sure to give the Alpha a go on itch.io if you are interested.  Also, we will have a closed beta some time in the next few months.  All you have to do to get access is sign up to be a Beta tester at www.robot-rumble.com.

802
I love the idea of being able to openly create components through the component tool. I feel that if this is going to be in-placed, I would love to see support/interrogation of the Steam workshop or at least have somewhere on the internet for player and mod creators to share the components they've made through this tool, for other users to download and play around with.

Agreed.  Assuming we can get this working,  we are open to ideas on where to host the repository.  Maybe gametechmods?  :smile:

803
Free component-modding tools? Shut up and take my money!

Could you elaborate on the "daisy-chaining", though? I'm not sure how that's supposed to work.

Yup.  :smile:  Assuming we can get the import function working, you should be able to create any model you like in Blender, then bring it into the game with a full set of PBR textures.

“Daisy chaining” already works in a primitive way in the Alpha release.  You can add components to an axle, but you can also “weld” anything onto any other surface.  Want to make spiked wheels?  Just add spikes to the surface of the wheel.

804
Two new screenshots, hot off the presses:

1. The first is @tashic's work on setting servo motor limits.  The slider lets you adjust start and end limits.

As a bonus, this screenshot also includes daisy-chained motors: motor -> 12" wheel with a motor attached -> 12" wheel with a motor attached:




2. The second screenshot shows the new "RR2 Component Tool".  This tool will allow users to create component designs in a separate Unity project (Unity is now a free download for Windows and Mac), export them as asset bundles, then import them into the game.  It is possible to export designs as asset bundles, but it isn't yet possible to import them into the game.  Once we get motor scripts sorted, this is next on my to-do list.  I would like to eventually make all game assets using this tool, then put the tool on GitHub as a free download.



Let us know what you think!

805
This looks so professionally done, can`t wait to play this

Thank you!  It is a labor of love.

I’m hoping to have more updates soon.  @tashic is hard at work doing the UX for servo motors, I’m reworking the damage system (2, and potentially 3 types of damage), @anarchy_fox is modeling new robots, and our sound engineer is working on making everything sound good.  We are all part-timers, and it is amazing that it is all coming together.  It just goes to show the strength of this community.

I’m working on the game for a good chunk of the day today, and should be able to do an update in the next 10 hours or so.

806
please please please do NOT allow parts to clip. We already have one buggy game that does this when it never should have in the first place. We want to have to put thought into where components are placed, otherwise we might as well just build stuff in CAD.

PLEASE address the failings of ra2, dont mimic them for the sake of familiarity!

Roger!  I’ll take a look at it this weekend.   :smile:

We’re trying to figure out the CAD->RR2 workflow in parallel to this.

A pretty standard output from all sorts of CAD packages is a .dxf file, which is generally a 2D output of a part. Being able to import .dxf files and set the scaling/sizing on them somehow, and extrude them to a given thickness, would be an amazing and easy to use tool in comparison to the usual process of getting new parts into RA2. Like I have a lot of spinning bar ideas that I'd love to test out, but don't want to spend the money/time/effort to test them in the limited environment of real robotics. This would let me do a great apples to apples comparison.

Sorry for the confusion!  Rather than "CAD->RR2 workflow", I should have said "3D surface modeling (Blender, Max, Maya, etc)->RR2 workflow".  At some point the CAD output needs to be converted into a bunch of low poly triangles for use in the game, and rather than reinventing the wheel, I would rather leverage software created by a professional. 

When I'm modeling parts for the game, I convert mechanical drawings to images, insert them as reference images in blender, then create a low-poly version using the 2D reference images.  I have tried bringing in parts created in TinkerCad and Fusion 360, but the geometries created by those programs are unsatisfactory for use in the game.  I'm hoping to get to the point where users can create stuff in Blender, pull it into a Unity project, export it as an asset bundle, then import it into RR2 for use in the robot workshop.  I haven't tried it yet, but this should work in principle.

Regarding using RR2 to test out new spinner shapes, be wary of the limitations of the physics engine.  A 6000 RPM spinner revolves at 100 revolutions per second.  Right now RR2's physics simulation is running at 400 updates per second, so the spinner would spin 90 degrees in between each update.  This creates all sorts of problems when it comes to collision detection and resolution.  As much as I would like to have a perfect spinner simulator, RR2 isn't going to be it.  Realistically speaking, I'm hoping to have something that my students can use to mock up ideas early on in their design process, to see how different robot styles might play against each other.

807
please please please do NOT allow parts to clip. We already have one buggy game that does this when it never should have in the first place. We want to have to put thought into where components are placed, otherwise we might as well just build stuff in CAD.

PLEASE address the failings of ra2, dont mimic them for the sake of familiarity!

Roger!  I’ll take a look at it this weekend.   :smile:

We’re trying to figure out the CAD->RR2 workflow in parallel to this.

808
I've been reading through Serge's mod to remove a bunch of built-in RA2 limitations in the thread below.  There is a discussion about whether or not the game should prevent components from intersecting each other.  It is currently on our list of things to implement for RR2, but we haven't done it yet.  It looks like a lot of people would rather have the component clipping check disabled, and just leave things up to whoever is running the tournament to make sure that robots are legal.

What do you think?  Should RR2 check to make sure you don't have one component intersecting with another component?

https://gametechmods.com/forums/modifications/robot-arena-2-component-freedom-(remove-7-component-limit!)/

PS - Serge, incredible work!  :beer:
I think it should be like how DSL-IRL RA2 tourneys are run. With the clipping allowed, but as long as it can be done in real life and extenders/plates that intersect can be cut IRL to give slot, allow things that otherwise won't be possible due to game limitation but possible in real life, and of course, no intersecting motors or batteries with another of those

Would this work?:
1. Anything built using the shape builder, including both the shape designated to be the "chassis", as well as any additional shapes that are added, can be positioned anywhere and can clip anything.
2. Anything that is in the BotLab already as its own separate component (motors, batteries, electronics, wheels) will be prevented from clipping.(****We haven't implemented this yet.)
3. Any object can be attached to any surface of any other object.  If you attach anything to the axle of a motor, it will spin.

809
I've been reading through Serge's mod to remove a bunch of built-in RA2 limitations in the thread below.  There is a discussion about whether or not the game should prevent components from intersecting each other.  It is currently on our list of things to implement for RR2, but we haven't done it yet.  It looks like a lot of people would rather have the component clipping check disabled, and just leave things up to whoever is running the tournament to make sure that robots are legal.

What do you think?  Should RR2 check to make sure you don't have one component intersecting with another component?

https://gametechmods.com/forums/modifications/robot-arena-2-component-freedom-(remove-7-component-limit!)/

PS - Serge, incredible work!  :beer:

810
New BotLab trailer is up!



New Steam page is up!

https://store.steampowered.com/app/884180/Robot_Rumble_2/

Merry Christmas. :)

Texture painting is now working, and we have a few more things to do with the robot workshop before we shift focus to asset production.

811
Screen resolution is in settings, right?

Anyway, the computer I'm trying RR on is a small Google laptop.

That's correct.

Interesting -- I wasn't aware that Google made laptops capable of running Windows or MacOS.  Can you find the specs on the machine, or the make and model number so we can look them up?

812
Did the game freeze when starting a battle/going to the botlab or does it start and mess with things (physics stuff? model/texture weirdness?)?

Did your antivirus report the virus or whatever you used to upload the download did?
If the virus was in the game the antivirus should have found it before you could open the game in the first place.

Game glitches like there's too much movement. Other than that, graphics are GREAT!

AntiVirus reported that it found a virus before the second time I played it. I put it to work removing it, and it was removed from my game.

The glitchiness sounds like a low frame rate.  Have you tried going into settings during combat and reducing the screen resolution?  If this does the trick, then your GPU is limited by its fill rate.  This is pretty common on laptops.  If it doesn't affect the frame rate at all, then it might be a CPU speed problem.

In either case, would you mind letting us know what computer you are using to run the game?  It is helpful for benchmarking.

813
If this is a bump- sorry.

I tried Robot Rumble 2.0. It literally killed my computer with glitches. Can that be fixed, please?

Sorry to hear that!

What kind of a computer are using to run the game?

Where are the glitches occurring?  Is this just in battle, or did the glitches occur when the game was first loaded?

We are trying to target Windows and Mac laptops as well as desktops, and if it doesn't run at all we definitely need to take a look at it to see what we can do.  Right now my lower limit is an early 2014 MacBook Air at 1366 x 768 resolution with a dual-core i5 and integrated GPU.  On this machine on its highest resolution, combat runs at 35 fps.  The game chugs on a 2016 15" MacBook Pro at 2880 x 1800, but when I drop the resolution down to half, it holds a steady 60 fps.

814
Can you import RA2 designs into Robot Rumble as well as custom textures and decals?
no, 2 different games

We haven't really thought about doing that, and to be honest, it would be a lot of work to try to write and troubleshoot a custom converter that would probably delay RR2 quite a bit.

That being said, I'm hoping you guys like the new BotLab.  Both @tashic and I are working on the BotLab right now, with the following in the works:

1. Texture painting: selecting and painting custom decals on faces.
2. Texture saving and loading: exporting UV texture maps for editing in an external program (Photoshop/GIMP), then re-importing the into the game.
3. Getting BotLab robots fighting each other.

Once these are done, I am going to attempt to tackle importing custom .obj files as shapes.  If we can figure out how to do this, then users should have the ability to create a 3D model and UV map it in Maya/Blender/3DS Max/Modo/ZBrush/whatever, texture it in Substance Painter/Photoshop/GIMP/whatever, then bring it into the game as a custom shape.  If we can get this working, it should be possible for users to create their own movie-quality robots that they can then share with other users via an .RR2Bot file.

I know that this doesn't address the original desire to import old robots, but I hope it will make for some MUCH nicer looking new ones.
If you put out some documentation on how RR2's bot files are structured, I'm sure someone here could cook up a converter on their own at some point, if there was any demand for such a thing. Just a thought.

I like that idea.  We don't have everything figured out yet -- we will need to figure out how textures are going to fit into the file.  Probably as Base64 encoded PNG files into the JSON, but we don't know where yet.

I think we are going to keep everything wrapped up as a single JSON file, rather than an entire zipped folder full of text and image files.  It should make it nicer for sharing.

815
what do you save images as in order to use them on bots in Robot Rumble?

Assuming I can get it working, iimported textures will be .png files with transparency.  I’m not sure about the resolution yet, but I am eyeing 2048x2048.  Right now I am working on just albedo (diffuse color + transparency), but I hope to eventually get the rest of the maps (normal, metal/roughness, ambient occlusion, height) working as well. 

Assuming we can go all the way with importing .obj files along with a complete set of textures, this means you should be able to put screws, bolts, cutouts, scratches, dirt, and pretty much anything else into a model in Blender/Substance Painter, then import all of the parts and assemble them in the BotLab.

816
Can you import RA2 designs into Robot Rumble as well as custom textures and decals?
no, 2 different games

We haven't really thought about doing that, and to be honest, it would be a lot of work to try to write and troubleshoot a custom converter that would probably delay RR2 quite a bit.

That being said, I'm hoping you guys like the new BotLab.  Both @tashic and I are working on the BotLab right now, with the following in the works:

1. Texture painting: selecting and painting custom decals on faces.
2. Texture saving and loading: exporting UV texture maps for editing in an external program (Photoshop/GIMP), then re-importing the into the game.
3. Getting BotLab robots fighting each other.

Once these are done, I am going to attempt to tackle importing custom .obj files as shapes.  If we can figure out how to do this, then users should have the ability to create a 3D model and UV map it in Maya/Blender/3DS Max/Modo/ZBrush/whatever, texture it in Substance Painter/Photoshop/GIMP/whatever, then bring it into the game as a custom shape.  If we can get this working, it should be possible for users to create their own movie-quality robots that they can then share with other users via an .RR2Bot file.

I know that this doesn't address the original desire to import old robots, but I hope it will make for some MUCH nicer looking new ones.

817
can't we make the chassis using different shapes in this version?

Definitely!  We have some designs on Twitter that people have built with the Alpha version of the game that include multiple shapes.

818
does anyone have the link for the download with carbide and original sin? I just found out they were in the game and got removed

Sorry about that!  We couldn’t get licensing rights for Carbide, Original Sin, or Eruption, so we removed them from the game entirely.  The early pre-alpha builds with them are no longer available for download.
Would it be possible to transfer models from the earlier releases when the finished game is made?

I know that's not possible to do for people who haven't downloaded the demo but for those who have...

Unfortunately, no.  We have an obligation to respect the intellectual property rights of the IP holders for Carbide, Original Sin, and Eruption.  We can’t include them in our game without permission.

819
does anyone have the link for the download with carbide and original sin? I just found out they were in the game and got removed

Sorry about that!  We couldn’t get licensing rights for Carbide, Original Sin, or Eruption, so we removed them from the game entirely.  The early pre-alpha builds with them are no longer available for download.

820
BFE 2,0 confirmed bois!
Tried the build, and im speechless. Where do i preorder the game XD

Awesome!  I’m thrilled that you like it so far!

No pre-orders yet, I’m afraid.  Next closed beta build won’t be available for a few months at least.  We have significant work to do between now and then.   Just be sure to sign up for the beta on www.robot-rumble.com.

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