when i start up the file where do i port it too cuz it says
What App would you like too use when starting up this game
What app then eh?
Log in with itch.io to leave a comment.
when i start up the file where do i port it too cuz it says
What App would you like too use when starting up this game
What app then eh?
If you are on a Windows PC, you should find a .exe file that should run when you click on it. If you are on a Mac, click on the .app file.
The game only works on Windows and MacOS.
Please let us know if this doesn’t work!
Fun fact, the biting mechanic actually makes crushers much more viable, even without having hydraulics yet. They pinch wedges much more nicely and there's... another interesting side effect when dealing with robots made more out of shapes than chassis sculpting.
See post 172. :)
Unreal! Well done!
I’m hoping that what you have shown in the photo is going to become a lot more prevalent once the new armor plating system is available. It should be the default behavior as a piercer destroys plates, allowing it to pick up the remaining structure.
At least that’s the basic idea. 🙂
How would I actually go about finding the bot files? I'm not exactly good at computers so I don't know where to even start looking.
It depends on whether you are using Windows or Mac.
I’m using a mac, and it is a little confusing. On a mac it is stored in a folder that is normally hidden, but can be found by the finder if you use the “Go to Folder” option in Finder:
-> Application Support
I believe Windows stores the .RR2Bot file in the program directory. Can someone verify?
I am on windows, but I... don't actually know what the program directory is.
edit: Well, I know it's presumably a directory full of programs, but I don't know how I'd reach it or quite what it would do
edit 2: I just stumbled across the path to reach it near the bottom of page one of the bot sharing thread. Had to look in LocalLow instead of Local, but aside from that it worked. :)
The newest build is out!
Probably my last comment for now, the way the spinner blur works at the moment rather ruins the appearance of all but the simplest spinners.
UPDATE: On a related note, I'm trying to make a motor powered axe, and the bot keeps bouncing into the air. When the blur happened in testing, I eventually realised the game's reading it as a spinner, and doesn't seem to like the floor to enter the area through which the "spinner" would rotate if it went the full circle.
I think I found a temporary solution for the hammer. If you attach a wheel to the motor/belt/chain, and then attach the hammer to the said wheel, it should fix your issue. I accidently found that out, and I don't know how or why it fixes the issue, but it does.
The physics issue with the cylinder collider not being disabled at low speeds should be fixed on this upcoming build.
I did some major tweaking on the visuals for the blur cylinder as well. It should look a lot better. Let me know what you think when the new build comes out! (hopefully today or tomorrow...)
I can't figure out how to do anything with belts or chains. I can put a pulley on a motor, but how am I supposed to add a second pulley elsewhere and link the two?
UPDATE: I've found how it works now, but that leads me to another issue. I'm wondering if we'll be able to drive multiple pulleys with one motor in future, so we can drive all the wheels on one side with that one motor?
We are hoping to do multiple pulleys, but it isn’t ready yet. On this next build, we are doing bug fixes and laying the groundwork for the new damage system via destructible armor plates.
I built a replica of Razer (technically series 2, no wings) in the previous version. Do you have any plans for hydraulics in future versions, and/or for crushing damage? If I can figure out how to find it in the file structure I could send you the bot if you like - probably once I update it to belt drive - as a pre-built sort of test bed for that sort of thing.
Speaking of sending bots, the Stinger replica I built has a tendency to wreck itself by swinging its mace, might be useful to look at what physics are in play there? My other thwackbots don't have that problem.
UPDATE: Stinger doesn't actually break itself on the damage system in the new build, so I was able to see what was happening. You'll probably find it useful to know that right now a small enough object doesn't have to hit the floor all that fast to clip through it.
This is something that I have struggled with. I can switch collision modes on high-speed objects, but the other collision modes are causing all sorts of instability as well. Let me poke into this some more...
I have an issue. When I hit a bot or an object my spinner immediately stops without doing any damage
You are correct. Spinner damage has not yet been included. The entire damage system itself is just a placeholder right now, and will be undergoing a complete rewrite over the next few months.
We do have a quick fix for spinner damage coming out later this week which should provide a basic energy-based damage system, as well as fixing a bug which prevents spinners from knocking their target around. Maybe by Thursday?
I have a question when the game comes out on steam will the game have a career mode and a tournament mode for the the game
Have you updated robot rumble 2.0
I just pushed a mini-update to support the people running Parsec tournaments on www.gametechmods.com. It significantly nerfs damage, and prevents flippers from breaking off.
it a desktop computer
Ah. Maybe still try turning down the screen resolution in the game settings?
it a advent computer
Laptops are typically going to struggle with graphics. Maybe turn down the screen resolution in settings?
It happens in a middle of a fight f or when i am in the bot editing a robot
Memory/CPU/GPU issue maybe? We aren’t really in optimization mode right now, but it might be something we can work on. If you don’t mind my asking, what are the specs of the computer you are using?
when i am trying do a fight of the game it jumping out of the game the back to title of robot rumble 2.0
when will the update be ready
Will there timers for the battles
Eventually, yes. Not yet though. We still have a lot of work to do in the robot workshop before we address the battle design.
I agree, I keep checking this page for the update.
Sorry guys. Laptop is back up. I'm tweaking physics for the new ME0708 motor. It is a LOT more powerful than the smaller AmpFlows, and I have had to make some changes to the new spinner physics to accommodate the motor.
how will we know when it will be updated for robot rumble 2.0
will there be Corner Patrol Zone for the house robot for the game
I like the suggestion, though we aren’t ready to focus on arena design quite yet. I will put it onto our Trello board though.
what date will the update be for the robot rumble 2.0
Sometime between Tuesday and Thursday this week. It depends on how the bug squashing goes today. :)
I am excited for the next build. Great work on this.
when i played as Bubble gum on robot rumble 2 the weapon did not work
I have found a bug. when a spinner like bublegum is destroyed the spinner stays active? but when a bot is destroyt the spinnen needs to stop in my opinion?
Agreed. This will eventually get ironed out, but we are looking at completely scrapping the damage system and replacing it with something better, so fixing bugs like this is going to wait for a bit.
hey when will be the next update and what can we expect?
Definitely by the end of this week. Lots of spinner and flipper updates in this version. Stay tuned!
will there time for robot battle time for the game
Eventually, yes. We are looking to finish the botlab first. Big update coming in the next few days!
will there more Axe robot in the game will you add any more robot in the game
when will next update for robot rumble 2
I was really hoping to get something out by the end of the week. I’m having trouble with beetle weight driving though. We’ll see how it goes over the next few days.
i just had a question.
im a huge battlebots fan. i dont know if i may say this but in robot arena 2 there are mods for robot wars and battlebots to use. people make the mods and we can play them. will this be possible in rr2.0? that we get look a like biteforce nightmare icewave and all the robots?
from now it looks like a game with an awesome potential :)
The robot workshop is already pretty far along, and people have started making and sharing their .RR2Bot files. Check out these awesome Nightmare and Bite Force replicas by GameTechMods user Arcane:
By the time the game is ready for full release, it should be possible to replicate any robot at any weight class. Once a robot is replicated, it is pretty easy to share it around as an .RR2Bot file. Right now we have partial support for Beetleweight and Heavyweights, and should be adding more and more components as time goes on.
We started down the path of an arena creation tool, but we had to stop work on it because of time. We don't have permission to use BattleBots or Robot Wars IP in the game, though who knows what the future might bring?
Will there be hinges in the future?
You can actually do hinges now by using an uncontrolled motor. This isn't ideal though, as the motor body tends to be too big. We should have just plain hinges modeled at some point.
Will it allow you to make a hinged flipper, so that it can be connected to both the chassis and the pneumatics?
will there be saw blade and chain saw in robot rumble 2
I can put it on the list!
Saws are generally not very effective in real life robot combat, but they do make good sparks!
Manta's flipper glitches sometimes which can send it into oblivion
Agreed. I spent about 4 hours last Tuesday working on Manta's flipper. It actually uses a piston to push the flipper up. This is really rough on the game physics engine. In Manta's case the piston is really close to the hinge, which makes the piston prone to penetrating so far that the physics engine breaks.
I suspect we have pushed this approach past its limits, and we are going to need to take a different approach for flippers in the future. This is the biggest reason that we haven't included pneumatics in the Robot Workshop. We need to make sure the system is stable enough to handle any geometry.
I'm having issues with the latest version of this game (Bugglebots update) Most notably of which is with all the robots with flippers (Manta, Earthquake, TR3) being that their flippers don't actually fire but it still registers their gas going down. This is the case both when I'm controlling them and when the AI is.
Sorry about that! We should have a build out in the next hour that fixes this and a whole lot more.
when i did a battle with manta and Tr2 against my robot i just made called both robot called Disc flippers did not flip on Tr2 and manta
i've been looking at this message for 5 minuets now and i still don't know what this means
when the update come out on 25th of may will are own robots what still be saved on the game
Are you asking whether your saved robots will still work in the new version? If so, then yes. We haven't made any changes to the .RR2Bot format in this iteration that will invalidate your designs.
However, I did notice something when I started tweaking the weights of components. It seems that if I go back after the fact and change the weight of a component, it appears that the robot reconstruction script gets confused and will no longer load the robot.
Considering that all component values will need to be tweaked, this means that it is highly likely that any robots you create now will not work in the released version of the game.
I have noticed a problem on my Mac with the newest builds. For some reason my existing robots weren't showing up. I had to save my .RR2Bot files to a separate folder and delete the existing folder, and then run the game to recreate the folder. Once the folder was recreated, I moved the robots back to it and they loaded without further problems.
I would like to recommend adding a circular grid for custom component and chassis building. I tried making a Chronos type of robot, but I couldn't make a cylindrical chassis, and it just looked weird as an octagon. Also, being able to make custom saws without having to add 30-something teeth separately would be nice.
Hope the next update goes well!
-CodeSilver Gaming (Channel Here)
Thanks for the feedback! We just had a team call this morning about this exact feature. I'm not sure when we are going to get to it, but it is definitely on the list.
will you be adding more weapon and more robot and more arenas for the game
More components - YES!
More robots - PROBABLY!
More arenas - MOST LIKELY!
We have Bugglebots coming up on May 25th. We need a Bugglebots arena, don't you think? :)
when is the game coming out on steam
I didn't know it was?
We're not sure yet. We're hoping for an official release by the end of this year, but we're still in Alpha. We will probably shift over to Steam for the closed beta. Make sure to sign up for the closed beta to be a part of the testing team!
Signup link below:
Hi i have a made a robot on the game i am having trouble controls on the robot keeps flipping on his back
That might be a weight issue or a balance issue. We only have a few motors in the game, and they all are pretty powerful.
Maybe try changing the chassis material to increase the mass of the robot to 100 kg or so?
Also, maybe try moving the wheels toward the center of mass of the robot?
how do I save in the bot lab?