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i can make a robot i am struggling on control on the game

Thanks for joining the Discord!  Were you able to work through the difficulties you were having with the new control system?

hi robot rumble team it looks really hard and confusing making a robot robot rumble 2.0

Sorry about that!  

This latest build brought in a lot more complexity.  We are hoping to introduce it all via baby steps as the game matures.  In order to learn from the best, I recommend asking for help on the official RR2 Discord server:

RR2 Discord Server

There are a ton of experienced RR2 robot builders there to help you out.

If you aren't comfortable with Discord, you can always post here as well.  Where are you getting stuck?

The new electronics system is great.

Thank you! I'm glad you like it!

Over the next few months we will be adding pneumatics control systems as well.

I'm having an issue where I cannot select robots in the verses screen. Everything else seems to be working great though and other people seem to have no problems with battling. I'm using windows 10.

You might have a versioning issue where robots from an older version are not loading correctly.  Maybe try the suggestions listed in the post below?

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when are you going to release the next version? in the latest version non of the pneumatic seem to do anything. and both the latest versions spinners seem to become unbalanced after 2-3 hits. 

Working on it.  

The pneumatics in the game are going to be completely removed eventually and replaced with a proper pneumatics model.  I am currently working on reducing the CPU load of spinners.  Once this is done, pretty much everything about the way spinners behave will be different in lots of subtle ways.  

Because this next build is going to change so many things I want to take my time to make sure it doesn’t break too much before I release it.

for some reason can't get past robot selection screen on new laptop  ( worked fine on last one) :(

Could you explain the issue more specifically? At what exact point does the game break? Can you not select a bot or does it crash?

Yeah of course, doesn't crash just won't let me click any robots at selection screen, no crashes. Had a little play around and seem to be able to get around all the other menus just fine. On an ASUS ZenBook 14 UX434f if that's at all useful. I'll try find a mouse i can plug in and see if that makes any difference

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I remember having the similar issue once, i think i cleared the cache in C:\Users\USERNAME\AppData\LocalLow\Nerd Island Studios LLC by deleting data, and reinstalling the game (if you had any bots, in the Robot Rumble 2,0 folder, there is a Robots folder which contains bots)

Is there a way to use the smart zone and the AI editor to make it to where an AI can do more than turn on the weapon and drive forward? If so where would I edit the code to make it do that?

There are some great user made ai codes in here: https://gametechmods.com/forums/robot-rumble-2-0/robot-rumble-2-0-ai-thread/

Ai is going to be changed in the future.

A few questions.


1: I have the March 9 2020 version but the flippers don't go high. Why? (I have Windows 10 home.)


2: Can you guys add robots from robot wars and battlebots? (But like how you did TR3 so you don't get copyright.)


3: Can you make a option so you can make robot's quicker.

1. All robots currently in the game are going to be removed and replaced by those built in the robot workshop.  Pneumatics are purely notional at this point.  They are way too powerful and responsive, but we haven't put any time into the pneumatics system yet.  Expect all pneumatics to be completely replaced with a new system at some point in the future.

2. We do not have permission to add robots from Robot Wars or BattleBots at the moment.

3. Making robots quicker is a matter of gearing, balance, friction, motor selection.  All of this is up to you.  We are attempting to make the game as physically realistic as possible.  I recommend looking at http://runamok.tech/squid/newtorquecalc.htm to see how motor selection, gearing, and weight affect acceleration and top speed.

4: I saw a gif. Why don't the flipper's break off when I play it?

Why do flipper's not break off when I play?

Are you referring to a robot that you built, or one that comes with the game?

If the former, there has been pretty active discussion about how to do damage and breakage.  Most likely we are going to end up with attachments that break off as an entire assembly, rather than as individual pieces.  For now we are focusing on spinners, but we will get to flippers eventually once we have electrical systems sorted.


If you are referring to prebuilt robots, they will be going away and will be replaced with robots that were built in the robot workshop.  Everything you see right now is a mock-up that uses physics and damage systems that will be removed from the game.

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?

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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.

We hope so!  We’re working hard to make it as accurate a robot combat simulator as we can.

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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

Great question!

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

Agreed.  For now, if it is a real life motor (i.e. the Motenergy 0708), you can look up the torque and speed characteristics of the motor online.  Eventually we are going to need to make the numbers visible to the players.

ok thanks

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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% 

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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

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Fixing on the next build!

Thanks!

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there is a bug on .zip , making it impossible for me to update the game. any tips? Im stuck on the October build. help ;-;

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im computer illiterate just saying

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...aaaaaand i uninstalled it by accident. great.

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the updates are basically a new version of the game. All you need to do is download and extract the new version. 

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When will the next update be 

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new update happened 2 days ago

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All of the flippers won't work for me. Looks like the plunger that is suppost to push it up just goes through it. 

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That's weird.

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.

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Are you referring to the pre-existing bots or a custom one you made?

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It seems that spinners crash the game now

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The latest build fixes that glitch.

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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?

That’s correct. We haven’t started in damage computation yet. I’m still working on spinner impulse response. Once that is ready I can make a start at damage. It will probably be several months before we are satisfied with it.

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?

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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?

Spinners should spark when they hit the floor, but we haven't gotten that far yet. :)

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?

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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.

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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
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Hmm.  Interesting.  The tools on the workbench should be to scale.  Also, the chassis shape grid is a 1 meter square.

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definitely, it also seems like the bugglebots arena pit is still broken

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i Notice a another problem for robot rumble 2 the flipper for earthquake and TR2 and manta are not working right 

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Are you planning on keeping the RR2 Twitter up to date, or is it a lost cause?

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Working on it.  We might be in need of a social media guru.  I’ll know more soon.

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.

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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.

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Drat.  I wasn’t planning to look at AI until after damage.  What absolutely positively needs to be fixed to run the tournament?

Nah, man, its fine. Just a bit of a hassle is all. I just was making you aware of it is all.

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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.

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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!

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You are amazing.  Thank you!

PS - The new build is up!

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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.

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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.

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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!

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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

https://gametechmods.com/forums/robot-rumble-2-0-showcases/cyar-skirata's-rr2-sh...

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Hey! Any news or progress?
IK that you have a class to teach so yeah, no rush

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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.

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Aye, man. Take your time. We can wait. At least this will give me enough time to finish my tournament.

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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.

:D

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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

but behemoth and magnetar are free to use though

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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!

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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.

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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?

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Yes, though I think UHMW will need special treatment because it is so slippery.  I want to make it really difficult to bite into UHMW.

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.

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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.

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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.

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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

Just posted a new bleeding edge build at


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


The newest build is 10October.

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.

Okay... Update: I'm trying it again, and this time the game is staying solid, I haven't had even one crash today.

Hmm.  Any ideas what might be different?

No idea at all, but these past three days I've continued to have no problems with it.

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