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Messages - cjbruce
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901
« on: December 16, 2017, 04:11:58 PM »
Better get to work, CJBruce it gonna get a ton of ype Here is classic 2, adds a new bot which is currently glitchy, also, will make it flip soon.
The more the merrier! I'm looking forward to seeing how far this goes. :)
902
« on: November 27, 2017, 09:35:37 AM »
Right now is in very early development so you can expect bugs and issues as a lot of things we are still figuring out. But good to see we are getting some attention!
Also what about the workshop didn't feel right? Again, still in development and things aren't really explained to the player at the moment.
Could have just been my system but I was unable to do anything. I understand the development stage, but I felt like I should have been able to at least click and drag to model as it seems others have been able to do?
To edit something in the BotLab: 1. Click "Structure Workshop". 2. Under "Structure List", select "Chassis". 3. Click "Edit". 4. Click "Custom". 5. Draw a shape using the tool. 6. Click "Add layer" to make the shape into a 3D mesh. 7. ***Use the middle mouse button to rotate the shape around so you can see it in 3D. 8. You can go back and edit each layer of points to get the desired shape. 9. When you are happy, hit "Next". 10. Pick a setting for the Collision Generator. 11. Click "Save" to save the shape. 12. The new shape is now added to the "Shape List". NOTE*** - The current UI relies on the middle mouse button to rotate the view. If you are using a trackpad on a laptop, you are currently out of luck. I am hoping to add trackpad support in a future build, as I use a MacBook Air as my daily driver, and I hate to carry a mouse around with me if I don't have to.
903
« on: November 26, 2017, 04:48:12 PM »
This version is just nice. There is some stuff to do tho.. most of it is already said soo.. If you need arenas i can make some (you will need 3ds max skills tho) Ive been messing in botlab and made this... (Still wishing for that sketchup mode of building. Maybe add an extenstion to port designs from 3dsmax or sketchup to the game) [ Quoting of attachment images from other messages is not allowed ]
Thanks! When you said you are wishing for "that sketchup mode of building", are you referring to a UI that is similar to Google Sketchup, or are you thinking that there should be a way to import models created in Sketchup? If it is the former, do you have any ideas about how to make the UI more user-friendly?
904
« on: November 25, 2017, 07:14:47 PM »
So, the next things you need to add, ordered from easiest to hardest-
Recognition of OOTA's/Pittings (Will allow for more strategy)
Limited battery life/flipper gas (Eruption can just flip forever right now)
Fix the Warehouse's cameras (I tried a test fight and couldn't see anything)
Smoke/fire effects for damaged components (Good visual indicator, plus adds some flair)
Ability to rip off components (I know it's possible because they fly off when you disable an opponent, but I haven't been able to rip off a single wheel or anything like that)
1 more robot, then support for up to 4 AI's at once (The dream is of course to be able to do massive multi-bot rumbles at some point.)
Softbody physics (yeah this is never happening)
Thanks for the encouragement! Regarding OOTA/pitting, I am just starting to go through the DSL AI .py files now to figure out how to implement tactics to take advantage of arena hazards. I will start by hard-coding tactics, but at some point I want to figure out how to integrate tactics building directly into the BotLab. Ideally, there should be a way to do this that gives all of the flexibility of Python, but is easy to use, and is built right into the game’s UI. Softbody physics would be great, but we are trying to be very careful to not overload the CPU, and to do deformable bodies we would need to add a lot more vertices. The option isn’t off the table, but it is competing with other things like more robots, increasing framerate, and particle systems. In general, though, the damage system needs to “feel right”, and it doesn’t at this point. I’m hoping to this out over the next few months.
905
« on: November 25, 2017, 07:05:07 PM »
I signed up just to post. I'm pretty excited about the development and time you guys have put into this. I'm a web dev but you guys make me want to learn unity so I can help. Keep up the good work.. seriously so stoked for this.
I will say I think your latest build had some issues. When starting in 1p i couldn't control carbide. Original sin and eruption did their own thing as if it wanted to have a UI but didn't know what to do. the workshop didn't do anything for me either.
We are thrilled that you are excited about it! It helps to have people excited about the project when there is so much work left to do. I think one of the lessons learned on this particular build is to not enable any functions that shouldn’t be tested. At this point the “1 Player” menu option is redundant, and we haven’t bothered to get rid of it, as it doesn’t do anything that the “2 Player” mode does. Likewise for the “2P Test” menu option. We use it to test out new ideas that will eventually be migrated into the game. The BotLab is partially functional at this point. You can create 3D meshes and assemble the meshes you have created in any size and orientation. It is pretty neat that it works, but it isn’t obvious how it works at this point. Once all of the functionality exists, we will need to do a lot of UI/UX work and testing to make robot building as smooth and intuitive as possible. We will try to post our development here, but I encourage you to sign up for the mailing list on www.robot-rumble.com to receive news and updates. We will also be using the mailing list to sign people up for beta testing when we are ready for it. It is still pretty early in the development cycle, but I am hoping to be ready for beta in about 12 months.
907
« on: November 20, 2017, 09:06:14 PM »
...and saving the best for last, here is a first look at the BotLab (@AnarchyFox - design, @tashic - interface and logic): A long shot of the workbench:  A closeup of a robot being built using @tashic's mesh builder:
908
« on: November 20, 2017, 09:04:15 PM »
I'm gonna download because I want that lava pit.
No damage system is in place yet, but the pit exists! Progress! :) Also, the AI doesn't realize the pit exists either, so...
910
« on: November 12, 2017, 12:48:31 PM »
Wow!
Really impressive work on the deformable bodies! :)
I love the idea that a match is decided based on deformation, rather than a more abstract "hit point"-style number.
911
« on: October 03, 2017, 03:24:45 PM »
Newest build is pretty good. I noticed that my framerate improved when I was right in the corners, like directly in the spotlights, and worsened in the middle of the arena.
Weird. I wonder if it has to do with how much of the screen is being replaced every frame...
913
« on: October 03, 2017, 01:37:37 PM »
Some feedback. I would like to agree with kill and say that the post-processing is way too much. The shine and lens effects are really distracting. I image at some point it should be possible for these to be togglable. What sort of framerates are you expecting? I'm supposedly getting 25fps on my 980ti in 1080p windowed which seems a bit low.
Good to know. For the next revision I think I will get rid of the "lens dirt" and turn the bloom way down. I'm thinking we can also get rid of the ambient occlusion. It is a nice effect, but I don't think it really adds that much when the scene is so full of hard edges. Motion blur is cool too, but I think we have a better way to do motion blur that doesn't require any post-processing. If you don't mind my asking, in the "2 Player" mode, are you seeing 60 fps? This scene doesn't have any post-processing at all.
914
« on: October 03, 2017, 10:45:25 AM »
Running good on my HD7950 (but then. It is 3gb)
Thanks for the info! I'm hoping that older dedicated GPU cards will be able to handle the max settings. This will give us more room to play around with particles. What screen resolution are you running?
915
« on: October 03, 2017, 10:41:57 AM »
also it looks good so far considering it's basically the engine tashic had a few months ago with a couple of additions
True! Progress is slow, but hopefully steady. We are doing a lot of learning and experimentation right now, which doesn't necessarily show up in the build. what are the controls for the second bot in 2P? both the wsad and arrow keys drive the P1 robot.
They are still linked to the same robot.
916
« on: October 02, 2017, 09:17:12 PM »
Downloaded it for myself, the special FX are definitely giving me some input lag + framerate drops. The 3D model work is coming along nicely though.
Sounds good. What kind of a machine are you running on?
I'm curious to see if there is a big difference between running the game with an integrated GPU vs a dedicated card.
The 3D models are all @tashic's work. He's awesome. 
I've got this if that means anything: (Image removed from quote.) It's basically a toaster.
I tried the "2P test" mode which ran far smoother than the other game modes. Maybe you could have that be the low graphics setting and the effects used in the other game modes be the high graphics setting.
 I had forgotten that @tomgsx had thrown in the "2P Test" mode as well. It has pretty much nothing in the way of lighting and shadows, and is perfect for low-end machines and WebGL. On my 2013 11" MacBook Air and 2017 Dell Inspiron Laptop with 8 GB of ram I am seeing: 1P - Runs and looks pretty, but there are a lot of frame drops. 2P - Runs smoothly. 2P Test - Runs smoothly. It is interesting to me that the 2013 MBA and the 2017 Inspiron perform almost identically. I suspect it is because they are limited by the onboard laptop GPUs.
917
« on: October 02, 2017, 08:51:01 PM »
Downloaded it for myself, the special FX are definitely giving me some input lag + framerate drops. The 3D model work is coming along nicely though.
Sounds good. What kind of a machine are you running on? I'm curious to see if there is a big difference between running the game with an integrated GPU vs a dedicated card. The 3D models are all @tashic's work. He's awesome.
918
« on: October 02, 2017, 08:15:36 PM »
Hey man, that's an outstanding start you guys have right there. My one gripe is just a visual one, and it's one that it shares with a lot of modern games. The lighting is a bit much. I understand that you want everything to appear real and shiny, but the lighting is almost giving the camera a haziness to it. I'd consider trying a bit less shine.
Thank you for the feedback and the kind words!  To be honest, I'm just learning about visual effects post-processing, and I need to do a lot of experimentation to get things right. At this point, I am curious to see how much post-processing can be done before it starts slowing down the game to an unacceptable level. Frame rate is more important than visual effects, and it is good to hear people say that we have too much visual effects, because it is much easier to scale them back than to add more.
919
« on: October 02, 2017, 12:46:50 PM »
It has been a while since any of us has released a build to the public, so I figure it is about time to share the love. We are playing around with a lot of things at the moment, so this version is pretty incomplete. If you are curious, here are a few things we are trying: 1. Post-processing effects: If you select a 1-player battle, the effects are enabled. If you select a 2-player battle, the effects are not enabled. Otherwise, they are essentially the same screen. Please let comment below if the post-processing effects are causing problems! 2. The BotLab exists, but @tashic is still at the very early stages of working out the mesh builder. 3. I am just starting to work on sounds now. The only things that have sounds attached are the menu selections. Windows: http://nerdislandstudios.com/robotrumble/windows/RobotRumbleWindowsBuild9-30-17.zipMac OS: http://nerdislandstudios.com/robotrumble/macos/builds-OSX9-30-17.app.zipLinux: We don't have a Linux build, but please let us know if this is something that would appeal to you, and we will make one! Screenshot:
920
« on: October 02, 2017, 06:09:17 AM »
oh-- and do keep in mind with your question: this is a community built around a game where the most functional part of it's playability is the customization and building, so that's what your answer is going to be. i'm kind of a unicorn here in this sense because i'm more about competition than idle tinkering, and that not being the strong point of the game this commuinity is built around means that people like me (who do exist and likely don't post here because of the lack of mano y mano combat as a strength of the game) could absolutely be a target market of sorts for your game has it the technical capability to implement a solid online battle system. do keep in mind that you can certainly expand your target market outside of the average ra2 player if you pay enough mind to improve on the things where ra2 was weak, rather than just building a stronger ra2 (which limits your community to those of us who are already here, and god forbid that's all!)
makes sense? 
Absolutely, and I totally appreciate where you are coming from. I thought about this a lot when I found out about the RA2 community a few months ago. The first version of "Robot Rumble" was extremely basic (it only had one robot + 3 powerups), included no robot building at all, and was "couch multiplayer" only. But I think it was actually fun. Couch multiplayer is pretty easy to build, and is absolutely something we intend to do with this version. In addition to making a really beautiful version for Steam, I'm trying to figure out how to get Unity WebGL to behave well enough to make an AirConsole version like the original so that up to 8 people can play against each other locally on their smartphones. I'm even considering porting a WebGL version in something other than Unity just because I like AirConsole a lot, and think it has potential for a game like this. I am really looking forward to a game where I have 4 people with PS4-style controllers sitting in a room together playing against each other with robots that they have built.
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