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Topics - Dangerfield7up

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Off-Topic Discussion / Will be have an invasion of noobs?
« on: March 14, 2014, 06:10:56 PM »
As we all know, Nerdcubed is a famous (and great in my opinion) youtuber. He is a big fan of Robot Wars, but he is yet to play RA2... Until now.
On his Reddit he said in a comment we will see a RA2 video soon! The question is- Will we have an invasion of new guys here due to his following? It will really light up this forum to its former glory! Your thoughts?

General Support / Robot Arena 2 is lagging badly?
« on: February 08, 2014, 02:30:17 PM »
I am really confused. I have a brand new laptop which easily runs things like Sanctum 2 and Civ 5 with no trouble. Yet on my old laptop, they barely run. On my new laptop Robot Arena 2 runs, but lags badly- Even on low graphics settings!  Yet on my old laptop, it used to run fine! Any ideas to why this is happening or any fixes?

Off-Topic Discussion / Some Engines Do Stuff
« on: October 28, 2013, 03:48:59 PM »
Some Engines Do Stuff is a parody series based around the ficticious Island of Sodorr, run by the heartless and scheming Mr Astley (known by his engines as the Obese Troll). The attitude of his workers is an attitude of angst and frustration, with the engines approaching their tasks with laxity. The engines all have different personalities and quirks, including the spoilt, the fearless, the fearful, the deluded and the drug-addicted.

In other words, Some Engines Do Stuff is a TST 2013 series, featuring complete pi**take of episodes of Thomas & Friends from Season 8 onwards.

Our wiki article-

Discussion / Robot Wars: Battling on
« on: June 11, 2013, 12:19:33 PM »

This video is not made by me, I thought it would be interesting for you guys who have not watched it. It is very well made and a look for all you who want to know what is going on in the UK today!

Chatterbox / GTM, I NEED YOUR HELP!
« on: April 16, 2013, 05:22:04 PM »
This thread can die now. c:

Chatterbox / Official "The Asylum" thread.
« on: December 26, 2012, 05:52:09 PM »
Ever heard of these guys? They have made quite a few bad films. Some that stick out to me are "Transmorphers", "Rise of zombies" and "Sunday school musical." See any other "interesting" ones? Or have you even seen one? Bear in mind. These guys made the famous "Titanic 2". So be afraid.

Stock Showcases / Dangerfield7up's Showcase of (bad)ness!!!
« on: December 15, 2012, 08:31:21 PM »
Welcome to my showcase! Here you will find all my (bad) robots! :D You guys are in for a treat as I could be worse than 027 and qwerty put together! :ooooooooo Gimmie' constructive criticism as I want to get better. Happy ACAMS & Naryar?

Game Development / TST: Mechanical Warfare
« on: August 22, 2012, 11:28:40 AM »
You may remember a Thread named "Robot Wars: Extreme Annihilation". Well that name is now dead, as is the game. So we decided to start fresh and create a new game named "TST: Mechanical Warfare", which we think will be MUCH better. The Robots featured in the stock game will ALL be fake(ish) ones we have created. The reason I say Fakeish is that we will be using non-existent ones that are used in Roblox Robot Wars. We are planning on using the Havok engine. (Thats right guys) ;D, a newer version at that. A word of warning. This will be payware, so NO HATE pweese. I am not the one who decided on this. All download packs WILL be free. Open for Ideas.

Off-Topic Discussion / Robot Arena 2 TST's Lets Play.
« on: August 03, 2012, 05:22:08 AM »
I'm doing "Day Out" series on Robot Arena 2.
Part 1;

General Support / Help with custom paint?
« on: June 23, 2012, 05:27:18 AM »
I don't understand what is going on, I just exported a Paint Template and modified using for a robot I made. Now, every time I try and apply it, RA2 stops responding

 Look 'ere;
Take a peek into "Series Record" Section. It clearly says that Mortis "Failed to qualify"
Why though? Did it loose in the Qualifying battles? Was it illegal?
Any news on this? I cant find anything. D:

Existing Games / The Robloxian RobotWars Championships
« on: December 21, 2011, 04:11:03 AM »

Game Development / Robot Wars: Extreme Annihilaton (Needs Locking)
« on: December 08, 2011, 01:50:20 PM »
Hello! This a Standalone game in progress being made by a very good friend of mine by the name of Jon. It will be based on the robotwars series and it wont be released until Mid 2013. Look at this page for more information; I will post updates of the game exclusively for GTM!
We have had a few problems & thoughts. Read below for what is should of been;
The reason why we will not have MOST of these robots is Copyright. Simplez.
To use the majority of these robots & the official arena we will have to have permission from the current owner of the RobotWars trademark. Without that RWEA is over. But its not all bad...
The reason i say MOST is because some are still fighting today! So when we get an opportunity & in the future we will ask the owner of Roaming Robots for permission to use the Trademark & Robots that have competed in RR from now to some selected ones features on the RR websites Robot page. When the game is released; for future versions we will ask permission to use the for the Robots Live Trademark. Then we could go to america! :o Anyway, the option for it to have anything to do with Robot Wars is over for now...
But look on the brightside. We will get to use Eruption!  :gawe:

Existing Games / To Pokemon Lovers (Part 2)
« on: October 01, 2011, 01:31:14 PM »
This is a interview. With the man who created Pokemon. The story for his hate to the colour red...

The song that was in part 1 was labeled as “hidoi” in the coding, which is the Romanization of “ひどい”(meaning ‘horrible’ or cruel’), only can be heard in the very early Japanese release of Pocket Monsters Red. It is not in the Green version’s coding at all. Suspecting that Green would sell less, Satoshi Taijiri told the music coders to only put this song in the Red version.
“It was only added in the game to be an annoyance, that’s all.” Satoshi said in an interview. “I didn’t mean for it to…do what it did.” he continued nervously.
When asked what the exact purpose of the song was, he stated: “Before the two games were released, we figured that Red version would sell more, because children prefer the color Red over Green. I never understood why. Red is a violent, angry color. It is the color of blood, why would anyone like that color? Green is much more peaceful. It is the color of leaves, grass, and certain bugs.”
He shook his head and laughed. “I’m sorry for ranting. Anyways, we wanted the games to sell equally, or at least as close as possible. We put ‘hidoi’ in Red to annoy the evi…” he stuttered, quickly correcting himself. “…to annoy the children that bought this version. The annoying song would become word of mouth, you see?” he smiled nervously. “The children would go to their school friends and say ‘Do not buy the Red version, it get’s kind of annoying later on!’” Satoshi said with a laugh.
He then looked serious. “Did I mention that I don’t like Red?” was the last thing heard on the interview recording before the tape ran out.
In a separate interview with Ken Sugimori, the art director for the Pocket Monsters game, he was also inquired about the “hidoi” music.
“I just designed characters and monsters, that is all. I know nothing about the music you speak of, I’m sorry to say.” He said calmly.
“Why were red and green chosen as the colors for the games?” the interviewer could be heard faintly.
Ken Sugimori laughed a little. “Actually, did you know they weren’t originally supposed to be Pocket Monsters Red and Green? It was in fact meant to be one game only, and it was going to me Pocket Monsters Stripes. A little odd, I know, but Satoshi loves stripes for some reason. It was later decided that the game would sell more if there were two separate copies with some differences in them, and that if it were named after colors.”
He then started to speak a bit nervously. “Well, we left it up to Satoshi to pick the colors. He said he would only pick one and let the staff pick the other. He said one version would be green. The rest of the staff voted for red.” Ken then could be heard coughing. “Excuse me. Anyways, the staff wanted red to be the second color. Satoshi was…not happy to say the least with the staff’s choice. He was furious. He just doesn’t like red, I guess. I felt so guilty because my vote was the tie breaker between blue and red.” He started mumbling, and then changed the subject slightly. “Though, this is why there was also a blue version released later on.”
The rest of the interview was off topic.
A childhood friend of Satoshi Taijiri’s, who wished to remain anonymous, said the following.
“I’ve been a long time friend of Satoshi. We have known each other since around the age of 7 or 8. He offered to let me work on his dream game and I jumped at the opportunity to do so. I only worked on the game briefly though before leaving the staff, due to Satoshi’s over-reacting over the choice to make the second game red. I had told the staff while voting to not choose red, but the staff did not listen as I refused to give a reason why to not choose this particular color. However, there is a reason, a horrible reason, as to why he hates the color red.”
“As a child, Satoshi was a bit odd and a bit behind the other children in school. He would always be made fun of.  I felt bad for him so this is why I let him be my friend at first, but later on when we learned that we liked to collect insects, this is when we became very close.”
“As we got a little bit older, I became less interested in insect collecting, but Satoshi was more interested in it than ever. He was almost obsessed with bugs, I would say. The bullying got even worse for him. In fact, there was a makeshift ‘gang’ of bullies in the school named the Rocket Reds. They took pleasure in tormenting my dear friend. Calling him names, pushing him around, the typical childhood bully stuff.”
“One day he had come to school with a small bowl full of water. He walked up to me and showed off a half-grown tadpole he had caught. ‘I’m going to name it Nyorozo! Do you think that is a good name?’ I agreed with him, it was a great name. ‘I hope it grows up into a frog.’ Was the last thing he said before the Rocket Red’s gang leader, Sakaki, pushed the bowl out of his hand.’
“The bowl, being made of glass, instantly smashed into pieces when it hit the ground. Satoshi cut himself on the broken glass as he desperately tried to pick up Nyorozo from the ground. Sakaki pushed him out of the way and stomped on the tadpole, instantly killing it.”
“Sakaki laughed cruelly and wiped the blood and guts off of his shoe on the ground. ‘Little Satoshi, you’re always playing with stupid bugs and frogs. What do you think this is, some kind of make-believe monster world and you’re their masters? Grow up already!’ he said before walking off.”
His hands and the ground were covered in red blood. He sat there on the ground for a while, shaking. He wasn’t crying, he made no noises for a while. He eventually stood up and muttered to himself ‘YUCK! Shouldn’t have looked.”
That night he had a dream. About a blue tadpole that found the Red leader and made a big hypnotising spiral. Made him walk off a cliff. Thats what made him come up with the idea of Poliwag.

Existing Games / To Pokemon Lovers (Part 1)
« on: October 01, 2011, 01:16:58 PM »
I have a Creepy story for you. Its about Lavender Town Syndrome. Its a VERY long read. But worth it.

The phenomenon of the "Lavender Town Tone" is a legend that involves a bizarre spate of medical cases and deaths from around the country that have been connected to the "Pocket Monsters" (Pokémon) series of games, in particular the first two games of the series, "Red" and "Green". Though the event is largely unheard of due to disclosure laws for companies based in the Kyoto Prefecture, there is a large amount of information that has been brought into the open by a number of dedicated individuals, including 関 内直 (Seki Uchitada) 伊勢 満朝 (Ise Mitsutomo) and 佐藤 治情 (Satou Harue), to whom this page is dedicated. Thanks also go out to 安藤 景忠 (Andou Kagetada) for providing images and animated .gifs of the visual phenomena.
This analysis will discuss the other phenomena that is often confused with the "Lavender Town Tone", known as "White Hand Sprite", "Ghost Animation" and "buried alive model", as well as the semi-related developer-tag that was inserted into the game, and how to safely perform these "easter eggs" in post-first wave cartridges.

History of the Game
The first cases of the "Lavender Town Tone" and associated events were reported a few months after the release of of "Pocket Monsters Red and Green" for the handheld "Game Boy" videogame console. These videogames were wildly popular with children between the ages of seven and twelve (their core demographic), which was no doubt one of the reasons why the "Lavender Town Tone" had the level of severity that it did. In the game, the player takes on the role of a "Trainer", whose task it is to capture, tame and train wild creatures called "Pocket Monsters" for battle. These games, and the two newest additions to the series, "Pocket Monsters Gold and Silver", an anime, manga, figurines, a collectible card-game and home console games have resulted in Pocket Monsters becoming a multi-billion dollar franchise.
In one part of the game, the Trainer comes to a small, out-of-the-way place called "Lavender Town" (シオンタウン). This town is one of the smallest hamlets in the game (aside from the Trainer's own home town), and possesses very few of the services available to the Trainer in every other city in the game - indeed, the location would be unremarkable were it not for the "Pokémon Tower" (ポケモンタワー) located there - a colossal building that holds the graves of hundreds of deceased Pokémon.
It is theorised that, because of this location in the game, at least two hundred children lost their lives, and many more developed sudden illnesses and afflictons - and this does not consider the vast waves of unreported illnesses or deaths whose cause went unnoticed.

History of the Pathology [$HIP]
It was not until Spring/Summer of 1996 that the cases that would eventually become linked to the Lavender Town Tone began to surface. The earliest record of the acknowledgement of the effects of the Lavender Town Town that the author could find came from an internal report made in June 1996 by the company Game Freak Inc. (株式会社ゲームフリーク), which was then leaked by one of its former employees, Ms. Satou Harue. In it, an employee gives a list of names, dates and symptoms - records of children between the ages of 7 and 12 who had suffered various medical problems as a result of playing Pocket Monsters Red and Green versions. Some records are listed below, with the full listing in Appendix A [here]. (It should be noted that entries in the Appendix also include symptoms borne not from the "Lavender Town Tone" [an audio phenomenon] but from the so-called "White Hand Sprite", "Ghost Animation" and "buried alive model", all of which were visual phenomena that provoked similar but distinct symptoms. More details on Part Two [here]).

京极 勝女; April 12 1996 (11). Obstructive sleep apnea, severe migraines, otorrhagia, tinnitus.
千葉 広幸: May 23 1996 (12). General irritability, insomnia, addiction to videogame, nosebleeds. Developed into violent streaks against others and eventually himself. [自殺]
桃井 久江: April 27 1996 (11). Cluster headaches, irritability. Eventually took mixed painkillers. [自殺]
吉長 為真: March 4 1996 (7). Migraines, sluggish and slow behaviour, unresponsiveness. Developed into deafness, and went missing. Body discovered beside road April 20 1996. [死出]

The document that was circulated internally was the first time that these incidents had been connected with the Pocket Monsters videogames - until then, the cause had not been discovered or diagnosed by medical professionals. Indeed, it is uncertain how the company themselves managed to find the cases related to the event without seeking advice from health services.

Pathology Detail -- "Lavender Town Tone"
The predominant symptoms related to what would become known as the "Lavender Town Town" included headaches and migraines, bleeding from eyes and ears, mood swings and irritability, addiction to the games, unprovoked violence, withdrawal and unresponsiveness, and in approximately 67% of cases, suicidal tendencies. However, these symptoms only manifested in children between the ages of 7 and 12 years old who had reached the area in game known as "Lavender Town", most of whom were revealed to have been wearing headphones or earphones while playing the game (see Appendix A [here]).
As it turns out, the developers of the Lavender Town area had sought to make an area that would "leave an impression on the player", according to Seki Uchitada, who was a member of the development team. Seki claimed that at the time of development, a number of the team were interested in making Lavender Town a little different to the rest of the game.
"The Pokémon Tower is a visible result of that," Seki told ゲームの次元 ("Game's Dimensions" Magazine) in an interview earlier this year. "That, and the fact that Lavender Town is so different from all the other cities in the game: it is smaller, it has fewer people occupying it, it didn't have a gym... and, of course, the music was very, very eerie. In fact, in the first version of the game, we were told to slightly change the song played in the background of Lavender Town ... because our manager told us it would make children upset. The music used in subsequent versions is different."
Either Seki was unaware of the full impact of the Lavender Town Tone, or was vastly underexaggerating how "upset" children would get - no more is said of the music in the article, but there are mentions of Lavender Town's other macabre features (see below).

What Seki failed to disclose to Game's Dimensions Magazine was that the music used in the first-wave release of Pocket Monsters Red and Green was formulated out of an experiment in "binaural beats": using slightly different frequencies of sound, each frequency played in one ear through earphones or headphones, various psychological effects can be induced upon the listener. In most versions of the first wave releases, this resulted in the player feeling uneasy, apprehensive, and mildly disturbed. However, for upwards of two-hundred children, it provoked a variety of disturbances in the brain that went undetected purely because it was undetectable by fully developed human ears - instead, only children fell victim to the tones , resulting in psychological and physiological problems that in some cases led to death - many of which were suicides.
Ready for the next half?

Pathology Detail- Visual Overview

These visual effects are known among programming circles as "The White Hand Sprite", the "Ghost Animation", and the "Buried Alive Model". Each has been found to cause headaches, nausea, and in severe cases, hemorrhaging of the brain and lungs. While around 70% of Lavender Town Syndrome (LTS) is due to the Lavender Tone, the remaining percentage is split among these visual phenomena. This is partly due to the visual stimuli occurring after the player is introduced to the Lavender Tone. It has been theorized that those unaffected by the aural stimulation, such as the deaf or the hard of hearing, make up the remaining 30%. While viewing these models can cause these effects, there are certain methods that allow a viewer to safely examine them in detail.

The White Hand Sprite

Known in the code as WhitHand.gif, this was scripted to appear as a Pokemon on the third floor of the Lavender Tower. It is divided into four separate animations: an introduction (the "cry" a Pokemon unleashes before a battle), an idle, and two attacks. These attacks are unknown, as they are listed simply as "Fist" and "Brutal". While viewing the animation has been proven to be hazardous, viewing the frames of the model has been proven to have no adverse effects. The White Hand is depicted as a shriveled, slightly decayed hand, with surprising attention to detail: flesh is peeling back from the bone, and several tendons dangle realistically out of the wrist. The first attack is the hand balling into a fist, then swinging forward. However, the "brutal" animation is missing several frames: The hand seems to open up, then cuts out. After a few seconds, it reappears, closed again. No record has been found of these missing frames.

Ghost Animation

The Ghost Animation, coded as Haunting.swf, was intended to be placed in several areas throughout the tower, including in the center of a path on the second floor. However, players cannot interact with it, leaving many to believe that it was intended as a "background feature". The ghost animation as well must be viewed in individual frames. It is comprised of 59 frames total. However, after extraction, around half of these frames have been revealed to be the standard ghost model used in Pocket Monsters. Around a quarter of the remaining frames are comprised of static, to produce a "fading" effect. However, interspersed with these bursts of static are several frames of screaming faces, along with images of a skeletal man in a cloak (hypothesized to be the Grim Reaper) and of several killed corpses. The meaning behind these are unknown- While under oath before the Video Games Commission Board, Lead Programmer Hisashi Sogabe testified as to having "No knowledge as to where these images surfaced." Out of all the phenomena associated with LTS, this animation is the most speculated on: In his thesis "Video Games and The Manipulation of the Human Mind", [viewable in appendix C] Dr. Jackson Turner argued that the images were intentionally placed in. Due to their brief time appearing on the screen, and the graphic nature of the frames, Turner theorizes that these were meant to subliminally influence players into becoming more frightened by the disturbing surroundings.

The Buried Alive Model

Often referred to as its code, the Buryman script, the Buried Alive Model was to be found on the final story of the Pokemon Tower, in what has now been replaced with the Marowak ghost. According to the scripts assigned to it, the Buried Alive model was intended to be the "boss" of the tower. Once reaching the top floor, the following conversation would have taken place.

Buried Alive: You're... Here.
BA: I'm trapped...
BA: And I'm lonely...
BA: So very lonely...
BA: Won't you join me?
After this, the battle would have been initiated. Once in
"battle view", the Buried Alive model appears to be a decaying human corpse attempting to crawl out of the ground. It has been programmed to have two White Hands, a Gengar, and a Muk. Strangely enough, a protocol for the Buried Alive's actions after it was defeated were not written. In the case of the player defeating him, the game would freeze. However, a specific ending was written by an unknown programmer upon losing the battle. In this ending, the Buried Alive was to have stated, "Finally, fresh meat!" followed by several lines of gibberish. He was to have then dragged the player character into the ground surrounding him. The scene would finish with a typical "Game Over" screen; however, in the background, an image of the Buried Alive character devouring the player was to have been shown. Especially strange are the protocols for after this scene. The cartridge was to download this image to the small internal memory contained in the Gameboy, overwriting the title screen that normally accompanied a Gameboy turning on. Instead, whenever it was started, the player would view this image as the sound file staticmesh.wav was played. The intended purpose for this effect, unlike many of the other factors leading towards LTS, is unknown.

The story is obviously fiction, but the 1st Edition of Lavender's Town Tune can make you feel strange, it is said that only young teens and children can hear these certain "tones" and fully developed human ears cannot. Here is the song: and Hear the difference? Top one has a noise that has a bunch of "popping" noise, and the Bottom one doesn't have it.
Creeped Much?

What do you hope? For me its robotwars (Refering to replicas)

General Support / Alphasim RobotWars AI Problem & Wanted robots
« on: June 30, 2011, 12:01:55 PM »
Hey guys im new, Treat me fairly!  :mrgreen:

So im havine a problem with The Robot wars ai pack by Alphasim.  Revalution 2 will not work any help? And as i know Paul Snook: Creator of tetanus. I want to show him a replica of Tetanus Booster that is made in game, and to show him it can beat tornado! (With my driving skills >:D) I also want: x-teminator 3, killer carrot 2, stinger, iron awe 2.1 & more! And if you can help me a bit more, i need help creating AI teams & Adding robots to them!
 :dance:  Tornado because Tetanus booster lost to it in the heat final of Robotwars series 7:

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