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Messages - The Marionette Man

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1
Existing Games / Robot Wars Extreme Destruction save?
« on: January 23, 2021, 03:24:20 AM »
Hey everyone. I was just wondering if anyone happened to have a complete save file for RWED to unlock all, the only thing I have found are a few broken links on other forums :-/

2
Stock Showcases / Marionette Man's stock showcase
« on: October 23, 2014, 01:27:44 PM »
Hey everyone! It's been awhile since i've been online, and I figured i'd try and show off some of my stock bots.


They are quite simple, since i'm not an advanced bot builder. I'm really trying to impress anyone with these designs. I need to improve a lot more before making something great  :mrgreen:


So here are a couple. I'd like to try and keep this updated over the next few months or so, if I have the time.




Name: H.E.N.R.Y III
Weight: 610.8 kg
Armor: Steel
Locomotion: 4x N-12 wheels on standard Z-Tek motors
Power: 1 Nifty and Supervolt battery+4x small battery packs (18 volts+the small batteries)
Armament: 1 Disk with 4 razor tips, 2 spike strips, and 2 iron spikes
Team: Dingalings


This is one of my better designs overall. The previous H.E.N.R.Y's were the same overall design, with less batteries, armor, and weaker wheels, making them only shoving bots equipped with a shovel for the 1st, and a few spikes on the 2nd. The H.E.N.R.Y III is a major step up in its ability to deal and take more damage as well. It has pretty good speed amounting to great shoving power, especially against middleweights. The Red Bird spin motor rotating the disk with razor tips allows for consecutive "grinding" against robots pinned against walls. If the motor gets taken off, the main armament is lost. It is then up to ramming with the rear iron spikes and front spike strips to take care of the rest. The biggest problem to this robot is that it is prone to tipping, and there is not much the bot can do to upright itself, especially without the rotating disk. When flipped, the disk helps keep the bot moving, eliminating the chance to be counted down to immobile. Overall, a well balanced design.




Name: Bearshivik
Weight: 447.2 kg
Armor: Titanium
Locomotion: 4x rubber wheels on reversible angle motors
Power: 1 Nifty battery+3x small battery packs
Armament: 1 Bear claw on an 80cm red extender powered by a DDT burst motor
Team: Dingalings


A weaker, slower, and quite tiny design named after the Communist Bolsheviks of 1947. The limited space was made because I was going for a middleweight, but I had to go over the limit when I had to use ballasts to balance it. In fact, nearly all of my designs are heavyweights. Like the H.E.N.R.Y III, this robot will tip often. However, with the Bear Claw, and the added ballasts, the robot is able to get back upright if knocked onto its back. I must say that this robot is not capable of doing much in the way of dealing damage. The claw does go all the way down to the floor, but its lack of enough battery power means that eventually the claw will have trouble rising completely. Also, it is the only defense available, making the robot helpless if it loses it. One of the robots I find to be too easy to destroy for the amount of time I ended up wasting building it. Very underpowered.




Name: The Great Paymani
Weight: 567.3 kg
Armor: Plastic
Locomotion: None (rotor bars do the work)
Power: 4x Supervolt batteries (48 volts)
Armament: 4x rotor bars with axe heads on standard Z-Tek motors. 1 rotor bar holds 3 motors and is powered by a standard Z-Tek motor
Team: Paymemani


This is by far the most simplest, yet devastating bot i've ever made. It is fully automatic: one hit of the spacebar and the robot goes in whichever way the axe heads hit the floors and walls. I have noticed it get stuck in the walls and floors before, which is one weakness. Unpredictable, the spinning axes will make short work of whatever opponent it happens to land on. The counter to this power is the incredibly weak chassis. It is possible that the bot will show a bare spot of the chassis for opponents to deal some damage before it moves into a different position. Do note that this is my 3rd version of this type of bot, and it is actually the weakest.  :evilsmile:


Those are a few of my designs, made of stock components (assuming the hidden components such as the bear claw are considered to be stock)

Please leave some feedback! Thanks!  :smile:

3
Tournament Archives / Re: Jaydee Wars - entries
« on: February 27, 2014, 11:54:03 AM »
So you want just any robots? And you want them uploaded here in the bot exchange?

I've got a few i'm willing to share.

4
Something Minesweeper-y as a level, given it's on a computer.
That's a cool idea! If you could give a rough drawing of a level, that would be great  :bigsmile:

5
Other Tutorials / Re: About 3ds max & RA2 (the modder's basic knowledge)
« on: December 18, 2013, 05:41:21 PM »
Sorry to seem dozy but I cant track down a version of 3DS Max that incoperates the GMF exporter, does anyone have a link or know of a safe source to download it?

Cheers.
The recommended version (at least the one I used) is 8.
Depending on if you torrent or not, Piratebay has you covered.

6
G:\ Games

Where you play through Other platformers and games.
That's an idea. Is that a suggestion or an offer?

7
Hey guys! Marionette Man here, requesting some assistance with my newest project entitled VIRUS.

Here's the premise: it's a platformer about a man who has a computer that's filled to the brim with viruses and hacks. He knows of an important file needed for work, but his computer is nearly unresponsive. So he does the only thing he thinks he can: transforms into a virtual character and go into his computer's hard drives searching for this file. (I know it sounds silly, but about how many games out of 100 make sense?)

2 of my friends and myself are going to make the majority of them, but we would like 3 more from someone (or 1 from 3 different people) as we often get stuck when it comes to designing levels. All we need are some 2d .png images of layouts for platformers. It could look like anything, but preferably 8-16 bit as this is an arcade game.

The levels are divided by hard drives:
C:\John Drive
D:\Onamor
E:\UNREADABLE
There are to be 6-10 levels per drive, each supposed to take place in a folder on that drive. It must have a black background, and be somewhat colorful. Make them look glitchy too. This is an infected computer that the man is now in. It's also an older computer too. An 1988 Macintosh to be exact. Give the folder a name, and try to design it around that name. The levels could have the player going left to right, up and down, or both. Just be sure to be specific for what things are, such as lifts and ladders. The program can't allow warps, so keep that in mind.

We could also use some suggestions for some glitchy enemies, such as corrupt looking spritesheets from other games.

You will take full credit for your work, and receive a copy of the game (which will only be playable on Windows).


Anyone interested?

8
1 vs. All gets a 4, Fleas also gets a 4, Pak-attak gets a 3.
Well if you like Centipede, would you be interested in trying out Megapede? It's our spinoff of the Atari classic!

9
edit: well heres a problem, when i load the games it just spits out an "error(2), could not load game file" error at me.

Funny, it doesn't do that to me. All three games run just fine.


Thanks for the feedback! What would you rate each of them out of 5?

10
ehh i'll try them out, i suppose. free games never hurt anybody.

edit: well heres a problem, when i load the games it just spits out an "error(2), could not load game file" error at me.
Hmm...that's weird. Try redownloading them. That might work.

11
Game Development / Re: Game Making Center
« on: October 25, 2013, 11:06:15 PM »
This looks unique. Have you finished it?

12
Hey everyone! Been awhile since i've been on here.


I have been busy trying to make some arcade games using a program you have or may not have heard about, called Arcade Game Studio. it's a VERY user friendly program, allowing anybody, even idiots like me, make working games that look like ones from the 80's!


So here's the link for y'all: https://dl.dropboxusercontent.com/u/23001848/1st%203%20games%20pack%20for%20public.zip

Do note that the first game, Pak Attak, has passed the beta stage and no longer needs testers. The other 2, however, need some feedback.

They are simple pickup-and-play type games (except they're more like download-and-play) and they were made with sounds and spritesheets found on the internet.

Do try them all out, and let me know what you think! All feedback welcome (as long as it isn't along the lines of "Wow, you suck")

Thanks!  :bigsmile:

13
Discussion / Re: Excellent but impossible suggestion for a game mode
« on: October 27, 2012, 06:01:13 PM »
https://gametechmods.com/uploads/files/Robo%20Zone%202%20AI%20with%20Arenas.zip
Thanks for the link! The only problem is... well... the AI aren't much of a challenge. Does this arena work with other AI packs?

14
Discussion / Re: Excellent but impossible suggestion for a game mode
« on: October 27, 2012, 04:21:00 PM »
It starts with 2 robots, then another robot joins after 30 seconds then the last bot joins after another 30 seconds. If a robot is destroyed within the 30 second period then the next one joins in.

The arena comes with multiple modes including:

*Rumble mode - every bot for itself.
*Gauntlet mode - 1 bot tries to defeat 3 bots in a row.

(Note: it's not actually my arena, it was created by Trovaner.)

I tried looking for it, but couldn't find it on here. Maybe I'm looking in the wrong section. Could you post a link please? I MUST try this out!

15
Discussion / Re: Excellent but impossible suggestion for a game mode
« on: October 27, 2012, 02:37:00 PM »
Dude you KNOW there can only be 4 bots in any match. But Ian's new RoboZone arena does this to a degree.
What does it do?

16
Discussion / Re: Excellent but impossible suggestion for a game mode
« on: October 27, 2012, 02:35:10 PM »
I've always wished that survival mode was possible in this game.

17
Modifications / Re: Multiple bots at once?
« on: October 12, 2012, 08:24:52 PM »
yeah the one by joe was just static components that looked like the chassis attached by the dsl smartzones or the madiaba smartzones iirc

you can actually make "true" multibots if you have alot of BFE knowledge (something like this)
Woah...what the heck am I looking at? Is it like a .bot file in notepad?

18
Modifications / Re: Multiple bots at once?
« on: October 12, 2012, 08:22:38 PM »
I'm pretty sure these were only components attached to nowhere, and that it was only one robot.  You are talking about a swarm of small blue cubes made by Joeblo, right ?
Yeah! That's probably what it was. He did a good job. Have you a video link?

19
Modifications / Multiple bots at once?
« on: October 12, 2012, 06:26:22 PM »
Hey guys!

Once again, i've got a question.

I remember awhile back seeing a youtube video about what seemed to be a bunch of tiny cubes swarm 1 robot. I know they weren't just a bunch of debris, because each one was actually moving and fighting... as if it was a tiny robot!

Please don't call me crazy. I could've sworn I saw it, but i've failed to retrace it.

What I want to know is was it some sort of mod? If so, how would this work? How could I do this?


Thanks!

20
Discussion / Re: Special effects for robots (lights, music, etc)
« on: July 17, 2012, 11:18:25 AM »
Maybe even music too, to give it an ice cream truck kind of feel, or a police car.
really its not that difficult... just copy the files for a rad/copal or some small motor and edit the motorsound = to the .wav of your choice and have it on infinite loop with a switch/have it disable when the bot is defeated with a button/analog or something
Oh yeah! What was I thinking? I've already done this!  :rolleyes:

It was really the lights that I've always wondered about.

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