Poll

What do you like doing most in RA2/RA3/robot combat games?

Building robots
Local single player battles with manually-controlled robots
Local multiplayer battles  with manually-controlled robots (PvP with controllers or a shared keyboard)
AI-only tournament battles
Other?  Please comment below.

Author Topic: Robot Rumble 2.0 - Robot Combat Simulator - Under Development  (Read 16586 times)

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #360 on: December 11, 2018, 05:43:26 PM »
Only google laptops i know that exist are Chromebooks and Pixelbook.
They have Google OS and it isnt compatible with any windows program
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Offline Redalert

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #361 on: December 11, 2018, 08:11:45 PM »
Only google laptops i know that exist are Chromebooks and Pixelbook.
They have Google OS and it isnt compatible with any windows program

Thank you.

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #362 on: December 23, 2018, 09:25:02 AM »
New BotLab trailer is up!



New Steam page is up!

https://store.steampowered.com/app/884180/Robot_Rumble_2/

Merry Christmas. :)

Texture painting is now working, and we have a few more things to do with the robot workshop before we shift focus to asset production.

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #363 on: December 23, 2018, 10:54:11 AM »
New BotLab trailer is up!



New Steam page is up!

https://store.steampowered.com/app/884180/Robot_Rumble_2/

Merry Christmas. :)

Texture painting is now working, and we have a few more things to do with the robot workshop before we shift focus to asset production.
The progress in the vid shown is huge next to first release of the game, keep up the work!
Seen the trailer, signed up for beta!
Hi, Phil Swift here with Flex Tape! The super-strong waterproof tape! That can instantly patch, bond, seal, and repair! Flex tape is no ordinary tape; its triple thick adhesive virtually welds itself to the surface, instantly stopping the toughest leaks. Leaky pipes can cause major damage, but Flex Tape grips on tight and bonds instantly! Plus, Flex Tape’s powerful adhesive is so strong, it even works underwater! Now you can repair leaks in pools and spas in water without draining them! Flex Tape is perfect for marine, campers and RVs! Flex Tape is super strong, and once it's on, it holds on tight! And for emergency auto repair, Flex Tape keeps its grip, even in the toughest conditions! Big storms can cause big damage, but Flex Tape comes super wide, so you can easily patch large holes. To show the power of Flex Tape, I sawed this boat in half! And repaired it with only Flex Tape! Not only does Flex Tape’s powerful adhesive hold the boat together, but it creates a super strong water tight seal, so the inside is completly dry! Yee-doggy! Just cut, peel, stick and seal! Imagine everything you can do with the power of Flex Tape!

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #364 on: December 23, 2018, 11:04:19 AM »
impressed with the progress. can't wait.

Offline WhatAmI

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #365 on: December 23, 2018, 12:04:53 PM »
Noice. I'll love to see what people can make with the BotLab.
In Season 3, Tombstone was humiliated by losing to Bombshell, a robot that lost against Tombstone in the Season 2 finale and sucked in the qualifiers in Season 3. Now, there is a group to bring Tombstone back to its former glory. SUPPORT THE TOMBSTONE ANTIHUMILIATION CLUB!!!!!!

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #366 on: December 31, 2018, 06:55:36 AM »
I've been reading through Serge's mod to remove a bunch of built-in RA2 limitations in the thread below.  There is a discussion about whether or not the game should prevent components from intersecting each other.  It is currently on our list of things to implement for RR2, but we haven't done it yet.  It looks like a lot of people would rather have the component clipping check disabled, and just leave things up to whoever is running the tournament to make sure that robots are legal.

What do you think?  Should RR2 check to make sure you don't have one component intersecting with another component?

https://gametechmods.com/forums/modifications/robot-arena-2-component-freedom-(remove-7-component-limit!)/

PS - Serge, incredible work!  :beer:

Offline Billy5545

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #367 on: December 31, 2018, 07:00:24 AM »
I've been reading through Serge's mod to remove a bunch of built-in RA2 limitations in the thread below.  There is a discussion about whether or not the game should prevent components from intersecting each other.  It is currently on our list of things to implement for RR2, but we haven't done it yet.  It looks like a lot of people would rather have the component clipping check disabled, and just leave things up to whoever is running the tournament to make sure that robots are legal.

What do you think?  Should RR2 check to make sure you don't have one component intersecting with another component?

https://gametechmods.com/forums/modifications/robot-arena-2-component-freedom-(remove-7-component-limit!)/

PS - Serge, incredible work!  :beer:
I think it should be like how DSL-IRL RA2 tourneys are run. With the clipping allowed, but as long as it can be done in real life and extenders/plates that intersect can be cut IRL to give slot, allow things that otherwise won't be possible due to game limitation but possible in real life, and of course, no intersecting motors or batteries with another of those

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #368 on: December 31, 2018, 07:10:04 AM »
I've been reading through Serge's mod to remove a bunch of built-in RA2 limitations in the thread below.  There is a discussion about whether or not the game should prevent components from intersecting each other.  It is currently on our list of things to implement for RR2, but we haven't done it yet.  It looks like a lot of people would rather have the component clipping check disabled, and just leave things up to whoever is running the tournament to make sure that robots are legal.

What do you think?  Should RR2 check to make sure you don't have one component intersecting with another component?

https://gametechmods.com/forums/modifications/robot-arena-2-component-freedom-(remove-7-component-limit!)/

PS - Serge, incredible work!  :beer:
I think it should be like how DSL-IRL RA2 tourneys are run. With the clipping allowed, but as long as it can be done in real life and extenders/plates that intersect can be cut IRL to give slot, allow things that otherwise won't be possible due to game limitation but possible in real life, and of course, no intersecting motors or batteries with another of those

Would this work?:
1. Anything built using the shape builder, including both the shape designated to be the "chassis", as well as any additional shapes that are added, can be positioned anywhere and can clip anything.
2. Anything that is in the BotLab already as its own separate component (motors, batteries, electronics, wheels) will be prevented from clipping.(****We haven't implemented this yet.)
3. Any object can be attached to any surface of any other object.  If you attach anything to the axle of a motor, it will spin.

Offline Badger

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #369 on: December 31, 2018, 07:35:03 AM »
I think given the choice of one over the other, the game should definitely enforce a no-clipping rule, no doubt. It adds challenge to the game and is logical, first time/new players would probably get confused if the game let you put stuff anywhere at all, not to mention that it would make the game seem unpolished to the new player, I think. However it would be nice to have a noclip mode where we can place components wherever, maybe hidden being a cheat(bot2)/konami code or something. To ensure that people can't cheat with tournament entries or whatever, I think that enabling such a mode for a bot would have to add some sort of flag to the bot file to allow the user to see if the bot has been built 'legit' or not.
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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #370 on: December 31, 2018, 11:08:49 AM »
please please please do NOT allow parts to clip. We already have one buggy game that does this when it never should have in the first place. We want to have to put thought into where components are placed, otherwise we might as well just build stuff in CAD.

PLEASE address the failings of ra2, dont mimic them for the sake of familiarity!

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #371 on: December 31, 2018, 12:31:05 PM »
please please please do NOT allow parts to clip. We already have one buggy game that does this when it never should have in the first place. We want to have to put thought into where components are placed, otherwise we might as well just build stuff in CAD.

PLEASE address the failings of ra2, dont mimic them for the sake of familiarity!

Roger!  I’ll take a look at it this weekend.   :smile:

We’re trying to figure out the CAD->RR2 workflow in parallel to this.

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #372 on: December 31, 2018, 12:35:35 PM »
There should be no clipping in RR2 because it is (an attempt of) a realism game. Clipping would clip (help me) the game out of the boundaries of realism.
In Season 3, Tombstone was humiliated by losing to Bombshell, a robot that lost against Tombstone in the Season 2 finale and sucked in the qualifiers in Season 3. Now, there is a group to bring Tombstone back to its former glory. SUPPORT THE TOMBSTONE ANTIHUMILIATION CLUB!!!!!!

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #373 on: January 01, 2019, 01:18:27 PM »
please please please do NOT allow parts to clip. We already have one buggy game that does this when it never should have in the first place. We want to have to put thought into where components are placed, otherwise we might as well just build stuff in CAD.

PLEASE address the failings of ra2, dont mimic them for the sake of familiarity!

Roger!  I’ll take a look at it this weekend.   :smile:

We’re trying to figure out the CAD->RR2 workflow in parallel to this.

A pretty standard output from all sorts of CAD packages is a .dxf file, which is generally a 2D output of a part. Being able to import .dxf files and set the scaling/sizing on them somehow, and extrude them to a given thickness, would be an amazing and easy to use tool in comparison to the usual process of getting new parts into RA2. Like I have a lot of spinning bar ideas that I'd love to test out, but don't want to spend the money/time/effort to test them in the limited environment of real robotics. This would let me do a great apples to apples comparison.

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #374 on: January 01, 2019, 03:00:27 PM »
please please please do NOT allow parts to clip. We already have one buggy game that does this when it never should have in the first place. We want to have to put thought into where components are placed, otherwise we might as well just build stuff in CAD.

PLEASE address the failings of ra2, dont mimic them for the sake of familiarity!

Roger!  I’ll take a look at it this weekend.   :smile:

We’re trying to figure out the CAD->RR2 workflow in parallel to this.

A pretty standard output from all sorts of CAD packages is a .dxf file, which is generally a 2D output of a part. Being able to import .dxf files and set the scaling/sizing on them somehow, and extrude them to a given thickness, would be an amazing and easy to use tool in comparison to the usual process of getting new parts into RA2. Like I have a lot of spinning bar ideas that I'd love to test out, but don't want to spend the money/time/effort to test them in the limited environment of real robotics. This would let me do a great apples to apples comparison.

Sorry for the confusion!  Rather than "CAD->RR2 workflow", I should have said "3D surface modeling (Blender, Max, Maya, etc)->RR2 workflow".  At some point the CAD output needs to be converted into a bunch of low poly triangles for use in the game, and rather than reinventing the wheel, I would rather leverage software created by a professional. 

When I'm modeling parts for the game, I convert mechanical drawings to images, insert them as reference images in blender, then create a low-poly version using the 2D reference images.  I have tried bringing in parts created in TinkerCad and Fusion 360, but the geometries created by those programs are unsatisfactory for use in the game.  I'm hoping to get to the point where users can create stuff in Blender, pull it into a Unity project, export it as an asset bundle, then import it into RR2 for use in the robot workshop.  I haven't tried it yet, but this should work in principle.

Regarding using RR2 to test out new spinner shapes, be wary of the limitations of the physics engine.  A 6000 RPM spinner revolves at 100 revolutions per second.  Right now RR2's physics simulation is running at 400 updates per second, so the spinner would spin 90 degrees in between each update.  This creates all sorts of problems when it comes to collision detection and resolution.  As much as I would like to have a perfect spinner simulator, RR2 isn't going to be it.  Realistically speaking, I'm hoping to have something that my students can use to mock up ideas early on in their design process, to see how different robot styles might play against each other.

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #375 on: January 01, 2019, 05:49:03 PM »
please please please do NOT allow parts to clip. We already have one buggy game that does this when it never should have in the first place. We want to have to put thought into where components are placed, otherwise we might as well just build stuff in CAD.

PLEASE address the failings of ra2, dont mimic them for the sake of familiarity!

Roger!  I’ll take a look at it this weekend.   :smile:

We’re trying to figure out the CAD->RR2 workflow in parallel to this.

A pretty standard output from all sorts of CAD packages is a .dxf file, which is generally a 2D output of a part. Being able to import .dxf files and set the scaling/sizing on them somehow, and extrude them to a given thickness, would be an amazing and easy to use tool in comparison to the usual process of getting new parts into RA2. Like I have a lot of spinning bar ideas that I'd love to test out, but don't want to spend the money/time/effort to test them in the limited environment of real robotics. This would let me do a great apples to apples comparison.

Sorry for the confusion!  Rather than "CAD->RR2 workflow", I should have said "3D surface modeling (Blender, Max, Maya, etc)->RR2 workflow".  At some point the CAD output needs to be converted into a bunch of low poly triangles for use in the game, and rather than reinventing the wheel, I would rather leverage software created by a professional. 

When I'm modeling parts for the game, I convert mechanical drawings to images, insert them as reference images in blender, then create a low-poly version using the 2D reference images.  I have tried bringing in parts created in TinkerCad and Fusion 360, but the geometries created by those programs are unsatisfactory for use in the game.  I'm hoping to get to the point where users can create stuff in Blender, pull it into a Unity project, export it as an asset bundle, then import it into RR2 for use in the robot workshop.  I haven't tried it yet, but this should work in principle.

Regarding using RR2 to test out new spinner shapes, be wary of the limitations of the physics engine.  A 6000 RPM spinner revolves at 100 revolutions per second.  Right now RR2's physics simulation is running at 400 updates per second, so the spinner would spin 90 degrees in between each update.  This creates all sorts of problems when it comes to collision detection and resolution.  As much as I would like to have a perfect spinner simulator, RR2 isn't going to be it.  Realistically speaking, I'm hoping to have something that my students can use to mock up ideas early on in their design process, to see how different robot styles might play against each other.

Ahhhhhh I see, it makes sense that it would be far too detailed of a model. Otherwise, I don't think we're doing anymore than 2000 on the real robot, but even then it would still likely be too fast. Either way, I'm excited to play with it as it progresses.