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 48256 times)

Offline Hoppin

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #480 on: April 11, 2019, 03:01:19 PM »
Hi guys, quite enjoying myself so far, I must say.

Couple of questions about future plans.

- Belted motors, are they happening?
-Circular custom weapons?
-Wiring UI and process being more streamlined? (Which tbh Idk why I'm asking this, you already answered this).
-How soon can we expect creations vs AI fights?

Overall tho, cracking stuff, I've been messing around in the multilayered chassis creation section for hours alone!

Cheers, I'll be posting some creations in the other thread once I get stuff ready <3
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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #481 on: April 11, 2019, 05:19:24 PM »
Been messing around in RR2 trying to learn the ropes of the botlab and everything, and have been having some fun trying to recreate my RA2 bots.

I did Speed Demon, and a rudimentary version of Sabre first, and put them up against each other in an AI vs AI fight (pretty cool that the AI just automatically knew how to drive them with 0 messing around too )



Then this fight got me wondering if there was any way to make some kind of flipper with what's currently in the game (no pneumatics etc), so I got talking to Hoppin, and dabbling around with spin motors, and I managed to get something to work. It's super weak (kinda series 3 Firestorm levels of power) but it's enough to overturn other bots, and it should work for self righting too (though in this clip Earthquake sitting on top of me prevented that). It won't work with AI, but for player driven bots having a way to make even a super weak flipper is pretty neat I thought.

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #482 on: April 11, 2019, 05:31:37 PM »
Been messing around in RR2 trying to learn the ropes of the botlab and everything, and have been having some fun trying to recreate my RA2 bots.

I did Speed Demon, and a rudimentary version of Sabre first, and put them up against each other in an AI vs AI fight (pretty cool that the AI just automatically knew how to drive them with 0 messing around too )



Then this fight got me wondering if there was any way to make some kind of flipper with what's currently in the game (no pneumatics etc), so I got talking to Hoppin, and dabbling around with spin motors, and I managed to get something to work. It's super weak (kinda series 3 Firestorm levels of power) but it's enough to overturn other bots, and it should work for self righting too (though in this clip Earthquake sitting on top of me prevented that). It won't work with AI, but for player driven bots having a way to make even a super weak flipper is pretty neat I thought.



Dayum even on this Sabare seems to outwedge an opponent with ease. Speed Demon looks nice too.

Offline Team Code Pinkish Red Robotics

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #483 on: April 11, 2019, 05:56:34 PM »
Been messing around in RR2 trying to learn the ropes of the botlab and everything, and have been having some fun trying to recreate my RA2 bots.

I did Speed Demon, and a rudimentary version of Sabre first, and put them up against each other in an AI vs AI fight (pretty cool that the AI just automatically knew how to drive them with 0 messing around too )



Then this fight got me wondering if there was any way to make some kind of flipper with what's currently in the game (no pneumatics etc), so I got talking to Hoppin, and dabbling around with spin motors, and I managed to get something to work. It's super weak (kinda series 3 Firestorm levels of power) but it's enough to overturn other bots, and it should work for self righting too (though in this clip Earthquake sitting on top of me prevented that). It won't work with AI, but for player driven bots having a way to make even a super weak flipper is pretty neat I thought.



Dayum even on this Sabare seems to outwedge an opponent with ease. Speed Demon looks nice too.
My question is: Has he AId it to do the Bocuma spin?
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Offline Hoppin

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #484 on: April 11, 2019, 06:37:37 PM »
Been messing around in RR2 trying to learn the ropes of the botlab and everything, and have been having some fun trying to recreate my RA2 bots.

I did Speed Demon, and a rudimentary version of Sabre first, and put them up against each other in an AI vs AI fight (pretty cool that the AI just automatically knew how to drive them with 0 messing around too )



Then this fight got me wondering if there was any way to make some kind of flipper with what's currently in the game (no pneumatics etc), so I got talking to Hoppin, and dabbling around with spin motors, and I managed to get something to work. It's super weak (kinda series 3 Firestorm levels of power) but it's enough to overturn other bots, and it should work for self righting too (though in this clip Earthquake sitting on top of me prevented that). It won't work with AI, but for player driven bots having a way to make even a super weak flipper is pretty neat I thought.



Cracking stuff my guy


Hiya, after playing for what had been a great night, I've got some feedback.

Is there a way to wire srimechs, this would be greatly appreciated haha! I've just been dragging around a floppy piece of metal for when I fight lmao, on top of this, the ability to choose our button inputs would be a great feature. A small ui tweak I'd recommend is moving the "eliminated" and "win" text to the top of the screen, it gets in the way of match and seeing the action.

I'd also suggest adding a way to rotate robots forward direction, unless this is already in, then how? :really_makes_you_think:.

An option to adjust the volume of the announcer guy, he's proper loud for my liking.

When zooming in to focus on building, it gets blurry

Been noticing some ai issues, general ai stopping, not srimeching, etc. Specifically for me; Earthquake, TR2, Ballerina & Manta.

Been really enjoying it as my recent posts tell, thanks guys

Lots of Love, Hoppin
« Last Edit: April 11, 2019, 07:11:36 PM by Hoppin »
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Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #485 on: April 12, 2019, 10:49:10 AM »
Robo made a great breaktrough
tried few stuff
2 motor flipper is not bad ngl, more of a lifter but still

Tried adding counterweights to the rear, but no luck, flipper would not close.
Grabbers wont work, becasue the motor actually retracts for some reason
Also axes work...
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Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #486 on: April 12, 2019, 11:25:44 AM »
Oh yeah... Double post, but uhh...
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Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #487 on: April 12, 2019, 01:25:01 PM »
Oh yeah... Double post, but uhh...


WELL DONE!!!!

So awesome!

I had no idea this was even a thing!

I take it that this is Parsec?  Is there something I can do to make it work better?

Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #488 on: April 12, 2019, 01:49:38 PM »
Oh yeah... Double post, but uhh...


WELL DONE!!!!

So awesome!

I had no idea this was even a thing!

I take it that this is Parsec?  Is there something I can do to make it work better?

Yeah it is parsec. Generally, everything is fine, maybe add a timer?
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Offline Hoppin

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #489 on: April 12, 2019, 01:50:31 PM »
Oh yeah... Double post, but uhh...


WELL DONE!!!!

So awesome!

I had no idea this was even a thing!

I take it that this is Parsec?  Is there something I can do to make it work better?

Other than continuing development on the game, nothing much. A lot of the issues are either going to be ironed out, or on parsec ends

Possibly a match timer would be great to help keep track of stuff.
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Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #490 on: April 12, 2019, 04:39:15 PM »
Well not even a full day and we got a new type of flipper:
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Offline 090901

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #491 on: April 12, 2019, 04:44:05 PM »
Well not even a full day and we got a new type of flipper:


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Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #492 on: April 12, 2019, 08:28:27 PM »
Well not even a full day and we got a new type of flipper:


Wowsers!  That is effective!  Nice work.

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #493 on: April 13, 2019, 03:08:52 AM »
I've downloaded the alpha now and toyed around a little bit. Looks like good fun with quite some building options and freedom. First bot I made might be a bit too light or something? I dunno. Sometimes when just driving forward it decides to turn on its own.

I do wonder... Why when I choose to make a new bot was there some axe bot being spawned in the area, that could even be controlled there?
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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #494 on: April 13, 2019, 03:55:23 AM »
I've downloaded the alpha now and toyed around a little bit. Looks like good fun with quite some building options and freedom. First bot I made might be a bit too light or something? I dunno. Sometimes when just driving forward it decides to turn on its own.

I do wonder... Why when I choose to make a new bot was there some axe bot being spawned in the area, that could even be controlled there?
Yeah there is Royal Bobby (axebot)

Also turn on motor braking for drive, its a godsend
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Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #495 on: April 13, 2019, 08:07:33 AM »
I've downloaded the alpha now and toyed around a little bit. Looks like good fun with quite some building options and freedom. First bot I made might be a bit too light or something? I dunno. Sometimes when just driving forward it decides to turn on its own.

As far as the robot feeling too light, I’m planning to go back and look at physics again once everything is working in the botlab.  The goal is to be able to support all of the real-life weight classes, from antweight to super heavyweight.  It is going to take some serious tuning to get it right.

The single player game needs to feel like you are fighting in real-life tournaments: Bugglebots, Motorama, Sparkfun AVC, etc.  There is a lot of physics “feel” work that needs to be done over the summer to meet this goal.

Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #496 on: April 13, 2019, 09:22:41 AM »
I've downloaded the alpha now and toyed around a little bit. Looks like good fun with quite some building options and freedom. First bot I made might be a bit too light or something? I dunno. Sometimes when just driving forward it decides to turn on its own.

I do wonder... Why when I choose to make a new bot was there some axe bot being spawned in the area, that could even be controlled there?
Yeah there is Royal Bobby (axebot)

Also turn on motor braking for drive, its a godsend

Also, what do you guys think of doing electronic stability control to help drive in a straight line for keyboard control?  It isn’t hard to implement, but is it too much?

Offline Hoppin

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #497 on: April 13, 2019, 09:53:46 AM »
I've downloaded the alpha now and toyed around a little bit. Looks like good fun with quite some building options and freedom. First bot I made might be a bit too light or something? I dunno. Sometimes when just driving forward it decides to turn on its own.

I do wonder... Why when I choose to make a new bot was there some axe bot being spawned in the area, that could even be controlled there?
Yeah there is Royal Bobby (axebot)

Also turn on motor braking for drive, its a godsend

Also, what do you guys think of doing electronic stability control to help drive in a straight line for keyboard control?  It isn’t hard to implement, but is it too much?

We'd probably have to give that a test, it certainly sounds interesting. Personally I'm ok with driving as is atm, even without motor braking.
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Offline kix

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #498 on: April 13, 2019, 10:06:04 AM »
I've downloaded the alpha now and toyed around a little bit. Looks like good fun with quite some building options and freedom. First bot I made might be a bit too light or something? I dunno. Sometimes when just driving forward it decides to turn on its own.

I do wonder... Why when I choose to make a new bot was there some axe bot being spawned in the area, that could even be controlled there?
Yeah there is Royal Bobby (axebot)

Also turn on motor braking for drive, its a godsend

Also, what do you guys think of doing electronic stability control to help drive in a straight line for keyboard control?  It isn’t hard to implement, but is it too much?

We'd probably have to give that a test, it certainly sounds interesting. Personally I'm ok with driving as is atm, even without motor braking.
I agree, playtesting will be the best option, although i am a bit sceptical
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Offline cjbruce

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #499 on: April 13, 2019, 11:08:33 AM »
I've downloaded the alpha now and toyed around a little bit. Looks like good fun with quite some building options and freedom. First bot I made might be a bit too light or something? I dunno. Sometimes when just driving forward it decides to turn on its own.

I do wonder... Why when I choose to make a new bot was there some axe bot being spawned in the area, that could even be controlled there?
Yeah there is Royal Bobby (axebot)

Also turn on motor braking for drive, its a godsend

Also, what do you guys think of doing electronic stability control to help drive in a straight line for keyboard control?  It isn’t hard to implement, but is it too much?

We'd probably have to give that a test, it certainly sounds interesting. Personally I'm ok with driving as is atm, even without motor braking.
I agree, playtesting will be the best option, although i am a bit sceptical

Sounds good.  I’ll hold off on it unless we need it.  Also, be sure to try game controllers if have them.