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Messages - cjbruce

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1
Kix and CodeSilver23, thank you for your answers guys (Sorry mine is a lil bit late...)
But... you missed the main point that would block most of new testers...

When you unpack the september 17's build the "C:\Users\User\AppData\LocalLow\Nerd Island Studios LLC\Robot Rumble 2.0\Robots" folder doesn't exist AND while you don't create it by yourself you can't see the built-in bots and can't start any battle !

For example, try renaming your folder (as "...\Robots.bak" for example), run the game and you'll fast see what I mean. It looks like actually nothing in the game create the folder...

I'm (and you are certainly too) the kind of guys searching the Web and not giving up so fast when it comes to get something interesting working... But at first it's a bit disappointing and some people would have given up the testing of this game deleting the folder thinking it's really too early in the alpha...

Sorry for the confusion.  That folder is only used to store user-made robots.  The prebuilt robots are packaged up as part of the .exe file.  They weren’t built using the in-game robot workshop.

2
Here's the Panic Attack I'm having problems with. (Mentioned on the game page.)
I've left the srimech on just one gearbox so you can see the difference between that and the totally limp forks.

Taking a look at Panic Attack now.  I have set the gear ratios to be the same, and I see that the srimech rotates quickly, while the forks rotate more slowly.

Are you using the same motors for all of the actuators?  The same motors with the same gearboxes experiencing the same load should rotate at the same speed.  Any speed difference would be due to a difference in load.


3
Whats up with the resolution? If i play at 1080p it looks like its 720p and with lot of aliasing, and if i play on 4k it also looks like 720p, but now with black birs on side, like its on a non widescreen format

Hmm... We shouldn't have changed anything recently with screen resolutions.  Is this a recent change?

4
New Bleeding Edge Build!

RR2-Windows-10October2019-Alpha-Build
RR2-MacOS-10October2019-Alpha-Build.app

http://www.robot-rumble.com/bleedingedgebuilds/

[Added] Belts and chains can now be stacked.  The usable output axle will be the one on the last transmission component in the stack.
[Bug Fix] Fixed a problem when saving a custom shape.  Sometimes an ID was assigned that was already in use which didn't allow the shape to be saved.

5
Just released the 17September build as a stable alpha build on itch.io:

https://robot-rumble.itch.io/builds

Here's the rundown of things we have done since the last stable build on 06August.  Please note that this stable build is the exact same build as the 17September bleeding edge build.

[Added] Added gearboxes.  They take up a fair amount of space right now, but they should work.
[Added] Added Date/Timestamp on main menu.  This should make isolating problems by build easier.
[Added] Added a free rotating hinge and a 90 degree hinge to "Extras" tab in bot lab.
[Added] Reworked the component placement restrictions: 1. Invalid placements are shown in red. 2. You can't attach components to electronics or batteries, unless you are placing electronics or batteries. 3. You can't attach components to motors/pistons/actuator bodies, only to the axle/rod/etc.

[Removed] Began commenting out damage code in preparation for new damage system.
[Removed] Eliminated the mass reduction used to stabilize high speed spinners.  The result is that high mass/high speed spinners are significantly more likely to go crazy, launching your robot around the arena.  Gyroscopic effects are now significant, and so are the effects due to the discrete nature of the physics engine (a.k.a. physics "explosions").  It doesn't nerf the damage in any way.  It just makes spinners harder to control.

[Bug Fix] Set all arena floors to Steel.  This should make driving and steering all robots significantly easier.
[Bug Fix] Eliminated Depth of Field postprocessing effect.  This was causing excessive blur in the robot workshop when working on beetleweight robots.
[Bug Fix] Fixed out of the arena not being called for all robots.
[Bug Fix] Fixed Bugglebots Arena pit glitches.
[Bug Fix] Reduced AI memory garbage creation.

[Tweaked] Removed cyan tints for steel and aluminum.
[Tweaked] Adjusted friction coefficients to the following:

Aluminum: 0.4
Polycarbonate: 0.2
Rubber: 0.9
Steel: 0.3
UHMW: 0.05
MDF: 0.3

6
No flat motor yet?

Not yet.  Our modeler is super busy with their day job ATM.

At this point we are trying to focus on getting the codebase up to speed.  Once all the code pieces are in place we should be able to shift over to creating content.

7
New Bleeding Edge Test Build is out!

http://www.robot-rumble.com/bleedingedgebuilds/

The latest versions are the 17SEPTEMBER2019 builds.

[Added] Gearboxes!  They take up a fair amount of space right now, but they should work.

This build is a stable build release candidate.  If the gearboxes have issues, we will release the 14September builds as the newest stable builds.  Our next step is reworking damage, which will involve breaking  A LOT of things.  This will be the last stable build before we start down this new path.

8
is it just my version that has bubblegum spazz around? And both Crab bots just sliding over the arenafloor? and Manta killing itself by exploding sometimes? There has happend too much in this thread to read it all and to be up to date with known bugs and glitches. As of now it feels like there are 4 heavys working as intended with Faust, Earthquake, TR3 and Royal Bobby

Idk if I patched the game correctly with the latest fix. I was using the August 29 version and just pasted all the stuff in the folder with the same name like you did with RA2 back in the day

Oh no!  Sorry about that!  We don’t have a patching system in place right now.  I’m not sure what effects you will get when using the method you used.  The latest version is the 14SEPTEMBER.

As far as the premade robots go, you are correct.  I haven’t done any tweaking at all.  They are all built from scratch outside of the botlab, and require manual tuning.  It will probably take a few days to go through each of them to make sure they drive properly.

Bubblegum is my personal nightmare.  So much mass spinning so quickly makes it extremely hard to tune.

For some reason Beetle Crab (and the Crabsolutely to a lesser extent) is also posing a problem.  I think it is due to artifacts caused by the long massive arms tugging on the relatively smaller body.  I’m honestly at a loss right now on how to fix it, but I think getting floor friction sorted out will remove at least one variable.

9
option to make parts indestructible

Oof.  This one is hard.  It will require working on the backend code as well as coming up with the UI on the front end.  Then it will need testing.

Is it worth it if it takes a few more weeks/months?  I don’t imagine that we would want this in the released game...

10
Thanks for all of your feedback!  I think we will push this one out as an official stable release on itch.io, then start work on the new features.  Any last requests before then?

-A few more shapes for use in Extra's & Weapons - mainly a ring and Taurus (to create wheel tyres) and maybe some letters?
-A flatter spin motor
-Some smaller motors & burst for featherweights (and the burst to be useable as a lifting burst for the heavys)

But they might just be more work in progress aha ;P xD

Otherwise, my only other thing to mention would be that the pit in the Bugglebots arena doesn't descend. That would be it.

I wasn’t planning to do any new shapes or features for this stable release, just bug fixes.  Everything above requires testing and tweaking.

The pit should be fixed though.  It has a swinging mechanism, rather than the descent mechanism of the full sized arena.  I was thinking that I should probably tweak the Bugglebots pit floor to make it smoother though.

11
Thanks for all of your feedback!  I think we will push this one out as an official stable release on itch.io, then start work on the new features.  Any last requests before then?

12
Only thing is- I built an itty bitty vs, and this weird “bubble” formed around the weapon, and caused the bot to flip around the arena. It didn’t do that with any pulleys attached to it, but when I directly added the spinner on to the motor shaft, uh oh.

This shouldn’t be too big of a fix... It’s just a minor that needs tweaking.

Drat.  Was this a custom shape you used for the weapon?

13
New Bleeding Edge Test Build is out!

http://www.robot-rumble.com/bleedingedgebuilds/

The latest versions are the 14SEPTEMBER2019 builds.

Two things for this build:

1. [Bug Fix] Eliminated Depth of Field postprocessing effect.  This was causing excessive blur in the robot workshop when working on beetleweight robots.
2. [Tweaked] Adjusted friction coefficients to the following:

Aluminum: 0.4
Polycarbonate: 0.2
Rubber: 0.9
Steel: 0.3
UHMW: 0.05
MDF: 0.3

With this fix, friction coefficients are pretty close to their real-life values.  Robots should now skid much more believably.

Let me know if driving feels good with the 14SEPTEMBER build.  If so, we can finally start working on damage.  :gunz:


14
Did you guys added component damage again?
The disc of a bot fell out and after i hit it, bot lost hp

EDIT: Tested it and after certain hits, HP of the component goes to 0 and hits after that damage the chassis

I haven't done much with damage.  I wanted to get driving to be stable first.

Let me know if you guys think driving feels good.  If so, I'll start working on damage.  If not, lets get driving to the point where it feels great first.



I think the damage strategy is going to be as follows:

1. Comment out all existing damage code.  We should start with a blank slate, with all robots being completely invincible.
2. Add damage types back in one at a time. 
3. Each time we add a new damage type we will put out a bleeding edge build for testing.  If it feels good, we'll keep it.  If it feels bad, we'll remove it.  If it doesn't make any difference at all to game feel, then we'll remove it.  Complicated = bad.  Fewer damage types = good.

15
New Bleeding Edge Test Build is out!

http://www.robot-rumble.com/bleedingedgebuilds/

The latest versions are the 13SEPTEMBER2019 builds.

This new build has the fixes described a few posts back:

1. Bug Fix - Set the floor surface physics material back to "Steel" for all arenas.  It was inadvertently set to "rubber" a few builds ago when I was playing with different forms of collision detection in an attempt to optimize CPU usage.
2. Bug Fix - Fixed OOTA not being called by any robots.
3. Bug Fix - Fixed the Bugglebots pit glitches.
4. Bug Fix - Fixed the scaling problem that Arcane pointed out a few posts back.

I haven't had a chance to look at the breakability of spinning components yet, but I wanted to make sure you guys had all of the bug fixes in place over the weekend.

Now that the arena surfaces are back to being steel (they were inadvertently set to be "rubber"), everything feels a little slippery to me, especially the version of Mental Breakdown I got from kix, which was already incredibly responsive even with rubber floors.  Mental Breakdown feels almost uncontrollably fast with the keyboard. 

How do you guys feel about the friction coefficient of the steel floors combined with a steel chassis?  Too slippery?

16
Just put the finishing touches on a few bug fixes.  I should be able to push them to bleeding edge builds tomorrow once Cloud Build is done:

1. Fixed the floor surface friction coefficient for all arenas.
2. Fixed OOTA not being called by any robots.
3. Fixed the Bugglebots pit glitches.
4. Fixed the scaling problem that Arcane pointed out a few posts back.

Axles are also fixed to be non breakable on belts?

Not yet.  I will try to squeeze it in tomorrow morning if I can.

17
Just put the finishing touches on a few bug fixes.  I should be able to push them to bleeding edge builds tomorrow once Cloud Build is done:

1. Fixed the floor surface friction coefficient for all arenas.
2. Fixed OOTA not being called by any robots.
3. Fixed the Bugglebots pit glitches.
4. Fixed the scaling problem that Arcane pointed out a few posts back.

18
Robot Rumble 2.0 Showcases / Re: Post Your RR2 Bots
« on: September 09, 2019, 09:59:06 AM »
I have a bug where every bot I've built in the current build is immune to elimination by pits and ring-outs, so I don't know if she'd be allowed. D:
This has been a bug that effects every single robot since the August06 patch.  I'm pretty sure everyone knows of it.  It shouldn't affect your ability to get in.

Otherwise, I love the disc.  I need to learn how to make hollow things like that.
Yeah if a bot gets pitted, it is considered pitted, its a game bug so dont worry about it

kix and CyarSkirata, I'm taking a looksee at the pit surface and robots not getting pitted now.  I'll let you guys know what I find soon...

EDIT: ... and bugs have been found!!!  It turns out that there was some weirdness (kix pointed this out first) right before one of the builds that caused the floors to be assigned the rubber material, except for the pit surface, which was still steel.   I'm still looking into why the OOTA is not registering for the pit.

EDIT #2: ...the pit OOTA bug has been found and squashed for both BotLab and remade robots.  Apparently this bug has been there for a LONG time, ever since we changed over to the new structure for BotLab robots.

I'll try to get the bugs fixed and updated in a new bleeding edge build by the end of the week.

19
Hmm.  It shouldn’t glitch like that.  Would you mind sending me the .RR2Bot file so I can take a look to see why the weapon won’t spin?

20
New Bleeding Edge Test Build is out:

http://www.robot-rumble.com/bleedingedgebuilds/

This one is called 05September2019, and contains the following minor updates:

  • Eliminated a source of garbage in the miniscript handler we built for the game (not in Miniscript itself!).  This should reduce stuttering due to garbage collection for user-created robots.  kix, I believe this is the source of the jankiness you were seeing for the past few builds.  Let me know if it is still there!
  • Began work on generalizing components scripts with the end goal of creating user-tweakable gearboxes.
  • Removed the really annoying cyan-tinted albedo texture from steel and aluminum.  This should make it easier to match colors.
  • Reduced friction on all physics materials except for rubber.  Hopefully this makes robots easier to drive and more realistic.  Please let me know if things can slide easily enough.  I can reduce friction a little more if it is necessary.
  • Eliminated the ability to break off objects.  This is in preparation for the new damage system which will break off armor plates instead.

If you are feeling spicy, give it a shot and let us know what you think!

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