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Messages - Wambo

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61
Showcases / Re: Post Your RR2 Bots
« on: August 22, 2019, 06:08:52 AM »

C:\Users\Tim\AppData\LocalLow\Nerd Island Studios LLC\Robot Rumble 2.0

Replace Tim with your user name to get there
Thank you :mrgreen:

62
Showcases / Re: Post Your RR2 Bots
« on: August 21, 2019, 06:12:27 AM »
I can't find the rr2 bot files. I'm using Windows and there's no RR2 folder in the Programms Directory. Can anyone help me?

63
When it just shows a "robot" button, that means that something went wrong while loading a robot and it stops spawning the others.
How can I fix it?

64
I played the new build and I can't save any bot I built and all the bots, I built in the August 2 build are gone.

65
What can I do, if the filefor the new build doesn't open?
Did you extract the zip file?
It doesn't want to extract or open it. Maybe that's just my computer doing weird stuff

Windows or MacOS?

Maybe try the build I just uploaded?
Ok I don't know why, but my computer only downloaded about 50 megabytes. Anyways it's working now, as I downloaded it again

66
What can I do, if the filefor the new build doesn't open?
Did you extract the zip file?
It doesn't want to extract or open it. Maybe that's just my computer doing weird stuff

67
What can I do, if the filefor the new build doesn't open?

68
I can't open the zip file of the new build. How do I install it?
Forget about it. I restarted my computer and it works.

69
I can't open the zip file of the new build. How do I install it?

70
Will both get gamage, if a spinner hits a wedge?

That’s a great question.  In general I try to start with a good physical model, then simplify the variables so it is easier for everyone to grok.  Here are my thoughts on spinners vs wedges:

A. When a spinner hits a surface, its ability to “dig into” the surface for a “good hit”, causing damage and impulse, is based on the amount of bite x the “directness of the hit”.  A wedge at a glancing angle will make it very difficult to get a good hit.  The wedge will slow/stop the spinner which will then bounce upward.

B. When a spinner is hit with a component of the force parallel to its axis, it can put a really nasty torque on the bearings.  In our school competition, I watched a big heavy steel hammer spinner break all of its own supports upon impact with a well-built wedge.  Everything tilted off-axis upon impact.

The build I’m getting ready for release models A but not B.  Is it enough that a wedge just stops a spinner from rotating?  I dunno.  Lets get the build out and try it.  We can always add damage later.

Also, just to be clear: If the spinner catches the edge of the wedge, it will register as a good hit, sending the robots flying and doing damage.
I'm looking Forward to it  :claping

71
Thanks for all of the comments, guys!

No ability to upload yet, but here's what I've come up with in the last few days on vacation:

1. Spinner impulse is working correctly in a physically realistic way.  Spinners now apply action impulse to other objects, launching them and getting kicked backward in the process.

2. I took a first cut at spinner damage based on kinetic energy.  I haven't done any tuning yet.  If you hit an enemy, they take the damage.  If you hit a wall or the floor, your own spinner takes damage.

3. Spinner on spinner collisions are not handled yet.  I need to think about this.

Anything else before I get back to civilization? :)

PS - This next build will also include our first cut at chassis armor plates.  Visually, at least.
Will both get gamage, if a spinner hits a wedge?

72
Tbh its easier for us to figure and find out bugs
Agreed.
I think so, too. Better release the build sooner and let us find the bugs

73
Yeah we've pinpointed the cause of the bouncing motor bug just trying to get a fix on it now. Gamedev is basically just making cool new features that randomly break the other ones :beer:

I found the root causes (2) this morning.  The fix is fairly straightforward.  The collision response should only occur when two conditions are met:

1. The spinner is rotating faster than a threshold RPM.
2. The spinner has rotated more than 2 revolutions.

Fix should come when I can get decent internet access.
great!  :mrgreen:

74
I built a hammer - bot. In the test Arena it's fine, but in battle it's bouncing all over the place.
  [ Quoting of attachment images from other messages is not allowed ]

Weird.  It should behave the same.   Does it start bouncing immediately, or after you fire the weapon?  Also, what kind of motor are you using to drive the weapon?
I am using a rack and pinion burst piston and it starts bouncing, before the fight even starts.

75
I built a hammer - bot. In the test Arena it's fine, but in battle it's bouncing all over the place.
 
hammer.png

76
I will try my best with Headache once again

77
I have a Question: Is the announcer in the Bugglebots arena actually Bob ?

78
This might be a bit early, but here are two things, I would like to see in the future:

A servo motor for heavyweights. It would be really useful, to build lifters and clamps.

A different way, to attach belts or chains. It would be cool, to select a Motor, and an object. The two things will be connected. That way you could make a weapon, using two motors. You could also make four wheel drive with just two motors

79
(Insert Attachment 0)

My robot keeps dancing on it's back :laughing
I think I know, why this happens. Always when you attatch an axe or a lifter to a Motor with limited rotation, the game thinks it's spinning 360 degree and hits the ground

80
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My robot keeps dancing on it's back :laughing

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