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.
Robot Rumble 2
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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.
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.
Hey can you fix the blurriness when I zoom in?
this may not be related to glitches but, can anyone give me a good tutorial of how to create a good controlling bot for a base?
P.S Robot Rumble 2.0, could you please make a hollow half circle for full body spinners?
We would like to, but this is a little more complicated than it initially sounds. I put it on our Trello board.
I recommend checking on the RR2 forums over at www.gametechmods.com. There are lots of people over there who have been building some great heavyweight robot replicas.
In general, start with Ampflow A40-300 motors, attach some wheels, and be sure to increase the armor plate thickness in the “Materials” tab so that your robot weighs at least 100 kg. Otherwise the motors are so powerful that they will flip your robot.
Any idea if the next build will fix the issue of heavy spinning weapons coming to a sudden stop when hitting the walls or the floor (and sometimes opponents)?
This is a simplification I made to avoid having to deal with coming up with an algorithm for computing the percentage of energy lost on different hit conditions.
If you don’t mind my asking, what situation are you having where it doesn’t feel right to dump all of the spinner’s KE on the hit?
For example, a weapon spinning at a high rpm feels odd when it comes to a sudden stop against the wall or floor. It just seems a little bit more realistic if the weapons kind of bounce the bot away from the surface it struck if the bite depth wasn't great enough to exert all of the force.
This is super helpful. Thank you!
Right now I'm thinking the following:
1. If there is a glancing blow, the weapon will bounce off without losing speed. (DONE)
2. If there is a direct hit, the weapon will lose all of its speed, dumping all of its KE into the robots involved. (DONE)
3. There needs to be a gray area between #1 and #2. Something in between a "good hit" and a "glancing blow". (NOT DONE) Maybe the "glancing blow" situation needs to be adjusted depending on the quality of the hit such that a fraction of the speed is lost, but not all of it.
hi have done a update for the game on 29th of august
the game wont download could you help please
- Are you using a mac or a PC?
- Which web browser are you using?
- When you click the download button, what happens?
Hey, I can't save robots in the latest version. Do I need to manually save it or is it just broken?
Sorry about that! We introduced a few features in rapid succession that caused the problem (see comments from 17 days ago). The fix is fairly painless. You just need to add a few things to the affected robot’s save files. Here’s a link detailing how to fix the files:
Is there a 32bit version of this application?
We don’t have a 32-bit machine to test on, so we weren’t planning on making one.
will you add an online mode like RA2 eventually
Unfortunately it isn’t currently in the budget. I did a projection a few months ago, and we estimated it would add a few hundred thousand dollars to the development costs to properly rebuild the game around online multiplayer. Our total budget is only a small fraction of that.
Please if you could, please make a horizontal spinner similar to carbide or tombstone, and make a new full body spinner that is actually good.
I have posted my issues on GTM, Keep up the good work tho!
Awesome! Thank you! School has started, so it might be a few weeks before I get to them, but once things have normalized, I should be back in the swing.
The game is looking fantastic as of the August 6th build. Great work!!
do you have a release date for the game to come out yet
We still have several thousand hours of work left to do, so we are pretty far out at this point. At the rate we are going, I expect it will be a few more years until the official release.
Right now we are planning continue to release updates as we go, first as free public Alpha, then as closed Beta.
All three of the robots I've built in this build are immune to elimination by pits and ring-outs.
Interesting. Any idea why? They should trigger an OOTA volume as soon as the chassis enters it.
I can't think of anything they all have in common besides being built in the current build.
Would you mind posting the robots over on GameTechMods? I would love to have a look...
When I play as bubble gum the robot keeps destroying it self it the wheels keep coming off
Sorry about that! Bubblegum's issues are something that we are planning to address as we shift focus over to creating the new damage system.
I keep getting this glitch that makes my robot not work and i cant access anything, please fix this i have made 3 bots that took my over an hour and have just disappeared.
Sorry about this! We did a series of builds in rapid succession that created incompatibilities with robots created in previous builds. The fix is to edit the .RR2Bot files for the robots.
You can find a complete description and how to fix the broken .RR2Bot files on the GameTechMods website. I promise the fix isn't too painful, and feel free to ask if you have questions!
Here's the link to the fix:
If you are interested, here's a link to a more complete discussion:
The robot workshop doesn't work properly for me. If I try copy-pasting something, I can't interact with any other part of the robot from that point on, until I click on the copy of the part. At which point the copy vanishes.
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