Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cjbruce

Pages: 1 ... 35 36 37 38 39 40 41 [42] 43 44 45 46 47 48 49
821
will we have the power to share robots also nice game

Yes.  Sharing is pretty rudimentary right now, but it works.  Your robot design is saved to a .RR2bot file that you can rename however you want.  You can then send it to someone else to open in the game.

This actually works right now in the Alpha release.

Just be aware that the file format might change a bit as we build out the Botlab, adding components and capabilities.  One of my goals is to get the AI into the .RR2Bot file, but I haven't started on this yet.  The vision is for the AI to be built right into the BotLab itself, but right now the .RR2bot file format doesn't support this.

822
I really appreciate the promotion, and acknowledge the community's efforts to make RA2 what it is today.  We are working hard to make RR2 a worthy successor, and appreciate the time and interest you guys have invested in it so far.

That being said, the next six months are going to be really challenging for us.  We are officially starting the "production" phase, which means that we are going to be delving into a bunch of nitty gritty stuff with not a lot to show to the Beta testers for several months.  If all goes well, this "quiet" period should be done by the time winter is over, and we should be emerging with something solid for the beta testers to start testing in the spring.

823
Dont be so quick to judge, i think its pretty new my main rig. 3.8ghz with 4 processors. I am just want
a 32 bit build for my other macines. It only prolly takes 5 minutes to do.

By any chance would you be willing to run CPUmark on your machine so we can get numbers to work with?  It is helpful to be able to correlate game performance to benchmark performance.

824
For a point of reference, the Alpha version of the game runs on a 2013 Macbook Air with an integrated GPU and a CPUmark score of 2700.  Not perfectly, but it is playable.  I can’t make any promises for the future though.  We still have a lot of physics left to figure out, and right now that is the limiting factor.

825
I downloaded the alpha on my main rig. When I tryed to start a loacal match or click on the left button at all, It just crashed the game. The bot lab is nice, although it is kind of hard to build, And the last button did not seem to work.
OS:Windows Server 2019 Windows Insider Build 17744
RAM: 8GB
CPU: AMD 3800

Also i would appriciate a 32 bit build of this as well. (I can also test on XP if you make a 32 bit)

You should consider also porting this to IOS and Android, it would be the best game in this genre for Mobile.

I signed up to be a beta tester as well. Great game! 
Best Regards, Asbestosstar

Oof.  Sorry to hear that.  We just took out the Impact Deformable script, which should help.  I don’t know about the Athlon 3800 though.  It was introduced in 2006, and I don’t think we are going to be able to get to a place performance-wise where it will be worth attempting to run the game on it.  We are pushing the CPU pretty hard on 2013-era machines.

826
I don't think developers should be held hostage to ancient standards by people who refuse to upgrade to at least semi-recent software/hardware. There's no good reason to be running a 32 bit OS (or any version of Vista for that matter) in 2018.
go to hell im running xp why dont you buy me a new computer big boy

but it is 64 bit

im signing up to test
You're running on an operating system that is no longer getting security patches. This is the equivalent of living in a house with no lock on the front door. Actually, it's more like living in a house with a hole where a front door should be, with huge neon signs pointing to the hole saying "FREE STUFF IN HERE". You don't need to buy a new PC to upgrade the operating system to a newer, safe version.

Upgrade to at least windows 7 or a lightweight linux distro if you want to be supported by any software in the future. If Microsoft doesn't bother with your OS's security anymore, there's no reason why 3rd party software developers should.
it's not my computer so i can't do much of anything without permission to do so and i'd hate to screw up the man's computer trying to upgrade it to another operating system. he's big on the whole 'if it ain't broke, don't fix it' philosophy, and the fact that certain things i want to do might not work isn't going to be the thing that changes his mind.

now starting the alpha version up, i got tjis error message. i imagine this is a byproduct of having an old computer and or operating system but if this is something resolvable i would ****ing kill to know how to fix it and get this running. im clicking the right thing to open it, right?

Sorry about that error!  I don't have an XP machine to test it on, so I'm afraid that I am no help there.

I wonder, maybe it is possible to do one of the virtual gaming rigs to get access to Windows 10 and a newer graphics card?  I know it is not ideal for many people, but I was thinking of doing it myself.  I have a nice monitor, but no ability to install a graphics card on my laptop.  Next year, maybe...

827
This build looks to be a really big step forward for the game. I've been playtesting recently and have found some bugs that might need some attention.
1:Attracted to pit
This bug occurs with all bots I've tested with where the AI decides to chase a spot on the pit rather than the player
2:Disappearing Screws
TR3 is the only bot I've seen do this but it does it consistently if put in this position.
3:Stuck in Ground:
This bug only seems to affect Bubblegum due to the size of its weapon. It will also do this occasionally on solid ground if it lands right.
4:Crazy Chain
If D.B MK II rotates too violently or something gets in between the chain it responds by totally freaking out.
5:Spawn Bug
This is a very specific bug that only occurs with D.B MK II and TR3 and only occurs in this arena.
Also, I haven't gone too far into depth with the botlab but the first two designs I created seemed to have the wheels clip through the floor, thus making it undriveable despite the wheels spinning.
Hopefully this information and videos below were helpful and I can't wait to see what comes in the next update  :mrgreen:

Wow!  Thanks for the details.  The videos are a big help.

I'm hoping that once we take a close look at physics for BotLab robots, we can start sorting these issues out for the pregenerated "house" robots.  Ideally, if we can get the BotLab to the point where all of the house robots are built in the BotLab, we can completely ignore all of these bugs that existed in the Alpha release.  Of course, if we do get there, we are going to have plenty of new bugs. :)

828
Just tried it out. Pretty fun, though there's not much visual indication of damage. It took me a while to figure out if I'd won my first match because I killed them or because time ran out.

Is deformation planned?

Damage and its visual indication are going to be a big part of the next six months of development.  We have played around with mesh deformation, but are not currently satisfied with it.  Right now the effect is extremely low-poly, which would probably look good on a low-poly-styled game, but looks really bad when we are going for photorealism.

My guess is that we will have more success going with damage textures, rather than mesh deformation.  If you are interested, be sure to join the closed beta to see things progress.

829
I think multiplayer could be possible with parsec

I hadn’t heard of Parsec.  Thank you for mentioning it.  It says that it adds 7 ms per frame, and we are already struggling to keep things under 10 ms on a strong laptop.  It might be worth a shot once we have nailed down botlab-based gameplay though.
Well, it wouldn't be something you'd have to consider. It would just be a solution for those who want to play the game in pseudo-online local multiplayer if you don't actually support online multiplayer.

This is really interesting.  So the way it works is you take a game that already supports local multiplayer with, say, 4 Xbox controllers, and play it through a Parsec signaling server with each person having their own controller and screen?

Has anyone tried it?
Someone hosts their own PC and gives other people permission to control their PC (or just certain keys.)

I was one of the first to try it for RA2 ;)
https://gametechmods.com/forums/personal-tournaments/robot-wars-online-tournement/msg740486/#msg740486
https://gametechmods.com/forums/brackets-vids-and-awards/centauri-online-tournament-sbv/

Although it's the best option to do pseudo-online multiplayer/netplay in certain games that don't allow for netplay or online multiplayer (like RA2), it's incredibly far from ideal. Tails just mentioned it because he's a bit special

Thanks for the links.  This actually looks super-appealing.  With the way we are using physics right now, there is no way we could do Rocket League-like online multiplayer.  I believe Rocket League game runs its physics simulation at 120 ticks per second, spending less than 1 ms per 60 Hz frame on physics.  RR2 is more like "Kerbal Space Program" -- intensely single-threaded CPU-heavy.  We are running our physics simulation at 400 ticks per second, spending 10 ms per 60 Hz frame on physics.  We don't have any room right now to do things like prediction to account for packet latency, which is what people expect in order to have a good online multiplayer experience.

The bottom line is that the only way to do online multiplayer with Robot Rumble 2 as the game currently exists is via streaming using a system like Parsec.  We need to nail down gameplay first, but fingers crossed for us to get things to the point where the streaming experience is enjoyable.

830
I think multiplayer could be possible with parsec

I hadn’t heard of Parsec.  Thank you for mentioning it.  It says that it adds 7 ms per frame, and we are already struggling to keep things under 10 ms on a strong laptop.  It might be worth a shot once we have nailed down botlab-based gameplay though.
Well, it wouldn't be something you'd have to consider. It would just be a solution for those who want to play the game in pseudo-online local multiplayer if you don't actually support online multiplayer.

This is really interesting.  So the way it works is you take a game that already supports local multiplayer with, say, 4 Xbox controllers, and play it through a Parsec signaling server with each person having their own controller and screen?

Has anyone tried it?

831
I think multiplayer could be possible with parsec

I hadn’t heard of Parsec.  Thank you for mentioning it.  It says that it adds 7 ms per frame, and we are already struggling to keep things under 10 ms on a strong laptop.  It might be worth a shot once we have nailed down botlab-based gameplay though.

832
Dude this is great!
Out of curiosity, how many robots will be able to be in one match? I think everyone wanted RA2 to include more than 4 robots in one match :D

Not sure yet.  It depends on how many CPU clock cycles we can get down to, and what kind of hardware people have.  Unfortunately, Moore’s Law is no longer helping out with the latter.  CPUs aren’t getting much faster, so we will need to be careful adding more robots.  Several people are already noticing unplayably low frame rates.

833
To everyone who commented -- thank you thank you thank you!

We are working hard to collect all the comments and come up with a plan of attack for the next few months.  Keep the comments coming!

834
another thing i noticed is that the background music fades out whenever a sound effect plays, which is really annoying once you pick up on it.

 :smile: Its interesting that you would point that out.  The music ducking is intentional, and most games do it, but the fact that you noticed it means that I screwed it up and made it too obvious.

Fortunately, we now have a professional sound designer on the team who can blame me for my rookie mistakes.


835
What are your plans on the damage side of things? As I couldn't test it I can only assume from the trailer that causing damage is possible again  (like taking wheels off). You won't bring in soft body stuff tho I guess?

Damage is a big work in progress.  We have the ability to break joints already. 

We also are playing around with impact deformation, but since the models are all low poly with high-resolution textures, it doesn't look that great.  Especially when a panel gets dented inward, causing a component on the inside to clip through the outer panel.  It looks weird, and I'm not sure how to deal with it.

I am also interested in pursuing damage decals (scratches, dents, etc that are "painted" on).  This is something that we haven't figured out yet.  I feel like Unity should have a good built-in system for this, but I haven't found it yet.  Maybe in Unity 2018.3, which should be out in the next few weeks...

836
it's not on the poll and it might be too late to add it-- maybe you can put it as a separate checkbox to see what people's reactions are-- but i would personally like to be able to play online with other players regardless of any effective ui or a perfect framerate or what-not. i dont care if i have to type in a host's ip address like back in the days of RA1 if it means i can play against friends in real time online. even if it lags a little. or even if 'real-time' battling isnt possible, i'd at least like to maybe be able to watch our bots fight in real-time, maybe controlled by ai we write ourselves to give me a sense of having an effect on the outcome of my match. :popcorn

anything along these lines even remotely possible? i dont care if it's not a part of the original release, even as a future add-on i'd be more than overjoyed. i could imagine something like this pushing back a potential release date sp again, if it's something that has to sit on the back burner for a later patch and release i'm more than happy with that.

i think i'm the only person on this forum who still wishes for a rean mano-y-mano online tournament of any type. so let me know if this is a even remotely feasible request. thank you!! :heart_smiley:

Realtime multiplayer over the internet is not in the cards for this game, and most likely never will be.  In order to do it, we would have to go to a much simpler physics simulation, a la RA3, something we are not willing to do.  However, it should absolutely be possible to send someone an robot that you have created the AI for, and have them fight on a computer.  Basically, we are looking at a streamlined version of the AI mods that have been created for RA2, but built right into the Botlab.

I don't know if this is ever going to happen, but in principle it should be possible to make an AI robot on your phone, send it to your buddy's phone, then watch as the two AI robots duke it out.  Lots of things need to fall into place to get this to work, but wouldn't it be cool?  :smile:

837
I'm really happy this is still a work in progress. I'm used to seeing projects announced on this forum die after a year.

If I'm honest, the gameplay itself hasn't seemed to have improved that much, with my major grips being that the wedge war is still won by sitting still and, once you lose advantage against a flipper, the AI is juggling you nonstop, with very little room for recovery. Then again, I imagine gameplay details like this aren't as important to iron out at this stage in development, I just want to make sure that they're definitely going to get ironed out, at some point.

It may be too early to forecast, but are you intending on updating the game indefinitely after the intended release in 2019? I'd hate for so much effort to go to waste on a game that doesn't get polished to perfection.

Good luck with the rest of development!

You are right on all counts.  Over the course of the next few months, we have a ton of development to do, and there is a very good chance that what you see now will change significantly as we start to build out the game.  One of things we are currently working on is matching up botlab robots to pregenerated ones.  We need to make sure they are balanced and/or everything can be recreated in the BotLab before we worry too much about tweaking the house robots.

AI is going to get a complete rewrite.  It isn’t reconfigurable yet, and I consider that a core part of the BotLab.  Players need to be able to customize the AI for their robots.

Lastly, yes, since we don’t have to worry about investors or publishers and we are all doing this on the side, we should be able to support the game after launch.  That’s all pretty standard stuff for me, and I think the rest of the team feels the same way.

838
Some minor feedback from what I can tell:

I tried out the botbuilder by building a flipper.
I'm glad there were tips on how to use some of the stuff. if the botlab keeps the way it is atm they should stay in as they are really helpfull.
I couldn't build a flipper but I guess that has to do with the parts not being available in the lab as of now.
I don't know what the controlls for my bot are. I know that the spacebar spun up the weapon but that's it.
I LOVE that you can shape your own components. that's something I always wanted to have in ra2.
I still have to get used to the motor size. Belted motors would be awesome to have. I couldn't line up both drivemotors on the grid for some reason tho.

and as I said before: Combat is really laggy for me but that's my laptops fault

Motor size is accidentally double what it should be.  It was a scaling factor problem.  The barrel of the ampflow motors are supposed to be 3” in diameter, but in the game they are six inches.  This makes wheels smaller than 8” unusable.  It will be an easy fix, but we didn’t have time to fix it before the alpha.

We still have some thinking to do about the flippers.  The pregenerated flippers use a self-collision system that is proving to be unstable, so we might have to significantly change the way they are built in the botlab.

Controls will eventually be configurable, but right now it is space bar to turn a spinner on, then space bar again to turn it off.

Glad you like the custom part builder.  That is @tashic’s baby. He’s a genius. 🙂

839
The Alpha Build is live!

Alpha Trailer:

Download the Alpha Build on itch.io: https://robot-rumble.itch.io/builds

Sign up for the closed beta on our website: http://www.robot-rumble.com

Wow! This looks amazing! Good job everyone.
I would love to sign up for the beta but my laptop is too crappy and I have to save money for a new one

Thank you!

Just curious, but how old is the laptop, and can it load the game?  I’m trying to get a handle on how far back we can go before the game is unplayable.

I'm using a Fujitsu Lifebook E Series. I got it (used) after my old one burned down to write repors on it. It runs win7 and I can start up the game but combat is super laggy on my end. Maybe the Laptop isn't old but crappy as hell.

Hmmm... I just looked up the CPUmark for the e544, and it doesn’t look that dissimilar to my MacBook Air.  I wonder if we can tweak some things to make it run a bit better.  No promises, but we will take a look.  A lot of people use laptops (I’m one), and I would rather reach a broad audience (heck, this is a STEM game!), than require bleeding edge hardware.

840
This game just looks better and better with each successive update. The fact it has real live competitors makes it even better IMO - Earthquake and Manta? You sure kept that a surprise!

There's a few issues I noticed, though:

  • Every now and then, both robots will suddenly just disappear from the arena. I dunno how it happens, but it seems like a fairly major thing.
  • If you flip Royal Robby over, he seems to forget how to move even after he self-rights. He swings his axe back and forth when the immobility counter appears, but other than that he just sits there and lets you keep flipping him or shoving him into hazards. I've actually seen him kill himself from the recoil damage of rocking back and forth while firing.
  • The picture of the Test Arena in the Arena Select menu shows the old version, without all the new hazards. Speaking of which, when you're using camera 1, it's impossible to tell that there's a spike hazard thing directly underneath the camera's location until you drive into its strike zone and it wipes out a chunk of your health. I was very confused the first time it hit me.
  • On the robot selection screen, some of the robots (like Theseus) are facing in the opposite direction on the turntable. It's a small thing, but it's still worth noting.

I'll have to try the build system at some point.

Good stuff here.  It is all going in the list of things to fix.

The build system is still missing a lot, but hopefully it feels familiar enough, and new players can figure it out without too much trouble.

Pages: 1 ... 35 36 37 38 39 40 41 [42] 43 44 45 46 47 48 49