i was curious if it is possible to download the older versions, also if the way the weapons worked would be reverted to an older version in the next update?
Robot Rumble 2
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You might be able to find older versions floating around, but we are trying to keep older versions out of circulation. It makes troubleshooting and communication impossible when people are on two different versions.
As far as reverting stuff goes, the plan right now is to get as realistic a motor model as possible. For the next build I'm hoping to have a fairly complete motor model in place, with correct torques, speeds, currents, and motor heating taken into account. The heating model is pretty basic, but it will allow you to do things like overvolting a motor (common for heavyweights). The tradeoff for this is that the more you push a motor beyond its specifications, the faster it will heat up.
From a player's point of view this means most of the motors are going to see a significant increase in starting torque from their current values. Instead of being capped at a "max torque", the starting torque and current will be significantly higher than the rated value, but will only occur for a fraction of a second. Brushless motors will still be current-limited by their Brushless ESCs. If you want huge starting torques, brushless motors might not be the best choice.
im yet to download this game, but looking at videos and reading things i think this is going to be the best robot fighting simulator. just my opinion.
Will there ever be an undo button? The worst thing in the world is getting a gearbox stuck in a motor. Also how does the arena builder work?
Undo button is on the list. The arena builder is a work in progress. Work is slow right now due to the coronavirus impact on the dev team members.
for some reason the paint doesn’t work, I’m on mac
We have been heading in a different direction for decorations. We might be removing the painting system from the game altogether. For now, people have been using tinted shapes.
im new to the game and i wonder how you add a belt to a belt transmission
thanks for any help
It is already added. Just pull the pulley out and the belt will lengthen automatically.
thanks, also it would be nice if the motors could say if they are speed centered or torque centered
For some reason my spinner's weapons seem to fall off more easily now. So after 1-2 hits it will stop then just fall off
I would adjust damage settings below 100%
Working on that over the next few days. I just finished a lightweight competition and have a bunch of real-life energy numbers that I can compare to damage. I’m planning to use these numbers to tweak the in-game damage model.
Its really really hard to place on 3in brushless motors
there is a bug on .zip , making it impossible for me to update the game. any tips? Im stuck on the October build. help ;-;
im computer illiterate just saying
When will the next update be
All of the flippers won't work for me. Looks like the plunger that is suppost to push it up just goes through it.
Regardless, the robots that are currently there are just placeholders and prototypes. We will be reconstructing all of the preexisting robots with robots that are built in the workshop. Expect the robots to go away and be replaced over the next year.
Are you referring to the pre-existing bots or a custom one you made?
It seems that spinners crash the game now
I can't seem to do any damage to any robot, and the only place i've seen damage is when a robot is eliminated. Is it meant to be like this without the old damage system?
Hi! I noticed that when you hit wheels with high KE weapons, the wheels don't break off, the motors do. Is this supposed to happen?
This was a poorly implemented bug fix to try to solve a problem when all of the components were broken off of an axle. For some reason a substantial amount of mass was left behind. I just wrapped up the finishing touches on an improved bug fix that doesn't rip off the whole motor in the process of getting rid of the axle's mass.
The new fix should be up shortly...
Over on GTM I posted a video of a glitch I noticed with the 03January build. Can you look at it?
By any chance did the 08January build fix the problem?
I just tested it and it STILL gyrodances around. I think it has something to do with the motor. Maybe disabling the motor after what is attached to it breaks off will fix it.
EDIT: But the spinner physics are AWESOME!!!!! Spinner mass reduction of 25% is super realistic.
EDIT 2: Shouldn't spinners spark when they nick the floor?
Have you fixed the flippers
I’m not sure what you mean by this. We haven’t touched the flipper mechanics in a while.
At some point we will go back and sort out pneumatics, but motor driven flippers work pretty well now.
The prebuilt flippers are kinda weird. Sometimes they flip but theirs no animation from the arm just a puff of gas. Most times they dont work at all. Player deigned ones do though
Gotcha! We are putting zero development time into the prebuilt robots. They aren’t currently built using the robot workshop, and will need to be redone once the workshop is ready.
Great! Will damage be fixed soon?
Working on it! Damage is a long process. I need to figure out spinner “bite” so that we can get damageable chassis plates working. After that will be puncture damage. Polycarbonate needs to handle punctures and spinner damage differently than UHMW, for example. Once all of the mechanics are in place it will take a while to tweak all of the numbers.
Damage doesn't seem to to be working right now :( Can't even kill a 1lb ant
Also When will you(if ever) start on a brush less motor, so far all of the motors look like a brushed motor
More ideas because I can only think of this game
- Banana for scale
definitely, it also seems like the bugglebots arena pit is still broken
i Notice a another problem for robot rumble 2 the flipper for earthquake and TR2 and manta are not working right
Are you planning on keeping the RR2 Twitter up to date, or is it a lost cause?
one of the main issues I’ve had with the Oct 10 build is that the bot direction and AI reset every time you enter into the workshop, which makes checking tourney bots really complicated. I’m not sure if this was fixed in this new update, but I thought it would be best to bring this to your attention.
Shoot. I wasn’t aware of the issue. Is this a problem with the AI system?
yeah. It just resets to the default AI after I look at the bot in the workshop. Also, if the front needs to be at 180 degrees, it resets to 0 whenever you go back to the workshop.
I found a problem. Fire damage instantly makes all small parts fall off.
I drove a panel bot within a foot of the flame pit - not even on it - and it just collapsed in a heap.
Oh wow. I didn’t notice that! What were the panels made from? How thick? Maybe wooden panels should burn? 🙂
Steel and polycarb, all 5mm.
I found the source of the problem, and should be able to put out a fix today. There was some errant code in the flame pit that was directly changing the health of a component every tick, rather than going through the takeHeat() method.
We're still in the process of reworking damage, and this was a super-helpful catch. Thank you!
Aye, Happy Finals Week, Chris! Glad to see you’ve awakened from your slumber. I’ve been doing my best to keep RR2 relevant with SvL while you were away, and I can’t wait to see what you come up with over break!
I've been thinking about rollers for wheels, after my attempts to build some ate the entire frame rate
What I'm wondering is if it would be plausible to have an object that has significant friction in - say - the X axis, but none in Y or Z.
Assuming directional friction is possible in the engine, it would allow rollers on wheels - or in other places - to function without having to complicate the game's calculations with moving hinges.
It turns out that a big problem with player-made wheels was that the game was recognizing them as high-speed spinning weapons and adding Weapon_Blur_Cylinders to them. The Weapon_Blur_Cylinders are designed to correctly calculate the result of impacts when a steel bar is spinning faster than approximately 400 RPM. At this speed, the physics engine is essentially "teleporting" the spinning thing to its new location every tick.
Weapon_Blur_Cylinders do apply tangential forces, but they don't simulate friction, so driving with them is a terrible experience.
In the new build if you create a shape and set the material to "Rubber", the game will not create a Weapon_Blur_Cylinder at all. This means that the game will use its normal friction system, and the robot will drive exactly like it would if you used premade wheels.
quick question as i haven't seen it posted an di'm new af to this game, how do you add robots that others have made to the game please, i'm looking for stuff in the game folders and i can't see anything
i think I can help. When you go to files, type “%APPDATA%” and hit enter. Next, use the drop-down menu where it says AppData and select LocalLow. Then select Nerd Lab Studios and then select Robots. Your personal bot files should all be located there. When downloading other people’s bots, just copy-paste them to that folder. Hope this helps you!
When the paint system gets properly built, we need the option to make custom paint shapes and to use coordinates to place them. I'd never be able to make a paint job like this without those two things
Hey! Any news or progress?
IK that you have a class to teach so yeah, no rush
No news or progress for the past six weeks. We have been rewriting our entire physics course curriculum, one day at a time. It has been a bit overwhelming. I'm REALLY looking forward to things calming down so I can resume work on the game.
Aye, man. Take your time. We can wait. At least this will give me enough time to finish my tournament.
hey so Im a huge fan of the game, but I have a few questions.
1. Are you going to make any other robots e.g. Behemoth, Magnetar, (Im choosing these 2 as they would be worthy apponents of TR3 and Manta)?
2. When can we make our own arenas?
3. Why does Bubblegum not work properly anymore?
4. Why do player-made spinner robots randomly start flying when they reach a certain RPM?
I don't mind about Q2 but I think you guys need to look at 3&4 now and maybe Q1 later on once your happy with the physics and AI and damage system. Anyway, I like how this game is in constant development *cough* robot arena 3 *cough* and I cant wait for the next update. Again, great work guys, Im a huge fan, and I cant wait to see what the next update brings.
1. I doubt that they can use the bots you said because they are under the RW license, and they would need to acqure the rights which is hard
2. I honestly would like that, maybe it should work like Bot Builder?
3. Uh they will fix it most likely after the physics rework
4. I also experienced that which is weird
with number 1, there are people that have actually built really nice replicas of those bots along with many other awesome bots as well! I’d recommend asking Wham over on Gametechmods to see when he’s planning on releasing his reps to the public. I’d also recommend checking out his showcase, as the bots that he’s built over the past many months are absolutely stunning! Hopefully this comment helps!
1. We don’t have any plans currently. I would like to get to the point where we can rebuild everything in the botlab first. Maybe that’sa pipe dream, but it’s my pipe dream.
2. The arena builder is still in the back of my mind. We’re working on other things at the moment.
3. I found a bug with the collider for the weapon blur cylinder. Hopefully this fixes Bubblegum. I will check tomorrow.
4. See #3. I think it will be fixed on the next build.
When are we getting buffed HP, and no axle damage?
Not sure yet. The going has been slow. HP probably won’t even be a thing in the first few rewrites of the damage system. The idea is that if a motor or ESC takes a hit, it stops working immediately.
I’m starting with breakable armor plates. The plates will break off only if they are hit hard enough. HP as a concept isn’t necessary for this, so I am leaving it out for now.
This is actually a great idea! Cant wait for it!
Are plates gonna be KJ limited?
Like UHMW part will break off with less KJ, than Steel part?
Also White alu and steel when?
It would be really handy to be able to set how fast a motor turns, or to have a higher limit to how big of a ratio you can set on a gearbox. My Panic Attack rep has difficulty using its forks for anything but conventional flipping, because I can't make them move slow enough despite a 10-0.1 ratio.
It needs to be able to move them a good five to ten times slower to work properly.
The latest bleeding edge build lets you make gearboxes with as much reduction as you can make the space for. 1000:1 should be no problem if you stack three 10:1 gear sets.
I've been a tad nervous about the idea of trying the bleeding edge builds for the sake of my large number of robots, but I'll back them up and have a go.
Fair enough! It is probably worth following the RR2 thread on GTM to see if anyone is having problems with each bleeding edge build before trying it.
I've tried it, putting the forks on two gearboxes. The first at 10-0.1 and the second at 10-0.5. The forks move at the right speed, but they're completely useless.
If I try to lift them with any weight on them, they just go limp and fall back to the floor after about half a second.
why do you have pulleys but not chains
On the most recent builds you should find both belts and chains. They are currently identical mechanically.
Where can you find belts?
In the Robot Workshop, look under the "Motion" tab -> Transmissions. You should find a variety of options to play with.
Once you place a pulley, select it and drag one of the arrows to pull out a belt or chain in that direction. You can make belts and chain as long as you need, and adjust the gear ratio by changing the size of the pulleys/gears.
I was just thinking, somebody with more social media stuff than me should tell NerdCubed about this, it's exactly what he's said he wants just about every time he's played a robot battler. :)
when is the next update for the game
So... I built a heavyweight full-body spinner, with a miniscule part count for me of only 23. (Including the chassis.)
When I spin it up to speed in an actual battle, half the time the game crashes to menu on the spot.
And the other half, more often than not it crashes anyway as soon as I hit the opponent.
If I had to take a guess - with absolutely no experience regarding how the game might work but access to a lot of robots to observe - I think it might be in some way related to the robot not being applicable for the game's spinner mechanics.
will there be anymore robots for the game
We aren’t really focused on creating content right now. We have our hands full with the botlab and the new damage system. After that comes a rewrite of the AI system and tournament mode. Once all that is in place, we should have some time to focus on new content.
I anticipate that we won’t be thinking about any new robots for another year or two.
Will this work on windows xp?
I have no idea. It isn’t officially supported, and we don’t have an XP machine to test on. My guess is no.
Just a little irritation I've found while building some new wedge bots: it would be nice to be able to limit the travel on a hinge.
This is incredible so far! Sorry if I missed it: is there a roadmap or something accessible anywhere?
Thanks! Nothing so formal as a roadmap, but we have a pretty detailed devlog and community over on the GameTechMods forums:
Can you add a feature to disable the pit or have a hazardless test arena? The AI gets stuck so often that it's getting really annoying.
We will get to it, but not for a bit. Our next priority is to completely rework the damage system. Once that is ready we can rework the AI system.
I've built a four-wheel drive push bot, and for some reason it handles like a shopping trolley that can't decide whether to veer left or right. Every time I start moving I just have to guess and hope.
Are you running the 14SEPTEMBER bleeding edge build by any chance? I tweaked friction/traction in that build.
Due to basically being protective over the large number of bots I have, I've been nervous about trying bleeding edge, so I'm still on 06August.
Gotcha. I’m hoping to put out a new stable build by Friday, which should fix the traction issue. Testers have been liking it so far over on GTM.
Sweet. I'll let ya know if the problem persists.
Thinking about it actually, would it help if I give ya the bot file?
edit: That would be so you can find out whether the bot's traction issue is the same one you're fixing.
Dude, This looks amazing so far, its like the predecessor to Robot Arena 2. You should totally get this up on steam, a multiplayer support would be amazing to see too, Cant wait to see what you do with this!
Steam - Definitely!
Multiplayer - We have people using Parsec for multiplayer now, but I think that is as far as we will go. Real-time dedicated multiplayer servers aren't in the cards unless we completely change the scope of the project, which would require a massive investment of time and money.
I know that this is over 50 days ago, but how much time and money do you think it would take to make multiplayer be possible?
I can't give an accurate number, as I haven't done a multiplayer game before, but suffice it to say that without the support of tens of thousands of paying players every month, I doubt it would be economically viable.