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Messages - cupid_the_conqueror

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General Discussion / Re: What makes Rawbots a good/bad game?
« on: August 21, 2016, 11:12:57 pm »
Honestly considering we beat this topic to death in the skypechat, maybe we should just go through it and post a summary here.

General Discussion / Its Been Fun. - Deadmans note
« on: April 29, 2016, 03:46:00 am »
Howdy guys. I've got some bad news, real life decided to roundhouse kick me in the face, and I have to sell my computer. I don't know when I'll be able to afford another, it could be a year or even two. So I'm pretty much out of the game so to speak.

Its been cool setting up this little forum and getting in touch with all you folks once again. I had fun playing rawbots for a good while, and I hope this forum is still around in 2 years time. But until then I'm signing out.

Deadmans note : incase this forum DOES go down and another is created, or for some other mystical reason, you can Always contact me @

cheer's folks, keep on doing what you glorious bastards do.

General Discussion / Re: What makes Rawbots a good/bad game?
« on: April 12, 2016, 04:34:13 am »
very true, however you've  already captured it for me.

Fun : Building your own bots and then programming them is ABSOLUTELY AMAZING. The art, style and setting are satisfying and pleasing to the eye.

Notfun : Unpolished , buggy alpha gameplay which is retardedly complex.

To be honest the only thing I have to add is that calling this crude Alpha a "game" is generous by FAAAR. Hell, if I got this as a demo It would still be pretty shallow.

(off topic, but does anybody remeber that D-day style "storming the beach" scene from the original rawbots trailer? I have a theory that was made in ADOBE After Effects, because there is no way they got that to run smooth!)

General Discussion / Re: lets talk about ideas
« on: April 12, 2016, 01:12:29 am »
erm.. a wee bit vague atm.. could you give an example of what your looking for? 

General Discussion / Re: What makes Rawbots a good/bad game?
« on: April 12, 2016, 01:11:06 am »
well crap guys, I think you've literally broken down every aspect of the game right here. I've got nothing left to talk about that hasn't been said, unless I want to start talking about things we don't have / don't exist  or comparing to other games!

threads over ya'll, pack up and go home :P

Challenges / Re: Autonomous Combat League
« on: April 08, 2016, 01:58:14 am »
I present to you my 1st AWFUL combat bot! GoblinABRT

if the arena is bumpy, or if the angle of attack is weird, of if its busy trying to turn around. It'll miss no qualms about it! BUT IF IT HITS, GG MF*R

weighs in at 35 parts (I believe, I counted it by hand so I might be off a part or two)

for the next one, I think I'll modify the HailStorm chassie as its more stable, and I have more room for hooks to determine when it is and ISN'T okay to fire the rocket (like when climbing a hill!) 

Challenges / Re: Autonomous Combat League
« on: April 08, 2016, 12:03:30 am »
I have a theory for aerial combat and how it could be done!

Planes would need to have a freeflying mode (where they fly in some pattern or with some form of randomness)

and they would need an attack mode (where they track and attack what they spot)

let them loose on the mid-sized stardust map (the water one? )

see which one finds and destroys the others 1st!  (or just toss 5-8 of Marvins Pidgeons  in the air and see which auto combat flight bot can kill the most)

it would be slow to watch, but sped up / cut it would be interesting! eps if they programmed the flying bots to attack / evade targets on its tail

Screenshots & Videos / Re: Cupid's Automated Rocket Bots!
« on: April 07, 2016, 11:55:54 pm »
Wow, these rockets fly much more precisely than I expected. With that much speed, do they work correctly with heavy bots at low FPS?
Since rockets are limited, turret needs a hook to prevent it from trying to shoot through walls.

yep , that is on its way. This is only V1 of my ABRT system.

Can't wait to see the missile system stuck onto a combat bot.

Perhaps you could add multiple grenades with a dispersal mechanism to get an even bigger area of effect.

Adding weight to the projectile adds to the inaccuracy. I already have it wait three secounds apon finding a target so it can have time to smooth out the targeting wobble. 

i could in theory simply make it wider with the rockets forming a line for a shotgun spread.... Hmmm .. something to look at down the road for sure! but in the meanwhile Im trying to make a small bot for ether the lightweight or mid weight categories 

EDIT : holy crap, adding terrain detection and making sure it doesn't fire if terrain is in the way was WAAAAAY simpler then I thought it would be! I cant believe I didn't add it before I uploaded the bot!

Screenshots & Videos / Cupid's Automated Rocket Bots!
« on: April 07, 2016, 09:36:29 pm »
heya folks, this one still needs some polishing , but its good enough that I feel I can share it without shame!

this here, is the ABRT , or the automated Ballistic Rocket Turret.

Parts! : Pressurelines Fatalistic Calculator bot, Owls camera system for locking targets (from the aa missle) , and Anannas' Clock to keep the timing delay, and soon it will be mounted on one of Marvins combat bots , as they normally have really good terrain avoidance.

Challenges / Re: Autonomous Combat League
« on: April 07, 2016, 09:22:52 pm »
I think the main limit of ACL is that automated combat bots are hard to build and require much time.

There ya go! Hit the nail on the head with that one! the very nature of rawbots is slow and tedious. Combat bots take days to make even for  simple ones!

I'm telling ya' pre-programmed behaviors would have saved us TONNES of time (and well, I kinda already do that... just wait for my bot to come out in the next few days! I stole parts from literally every single person on this forum)

Introductions / Re: Hey guys!
« on: April 07, 2016, 12:52:36 am »
welcome! nice to see more folks showing up to make me look bad :p

To make you look bad? what do you mean? lol

I'm the worst builder around! anything you do will look better then my garbage! 

Introductions / Re: Hey guys!
« on: April 06, 2016, 02:18:52 am »
welcome! nice to see more folks showing up to make me look bad :p

Challenges / Re: Autonomous Combat League
« on: April 04, 2016, 05:31:36 pm »
Perhaps anti-air missiles would be more effective if they got a burst of acceleration when they were exactly aligned with the target. That should help with attacking ground based targets too, as the missile could align itself at a relatively high altitude, then perform a high-speed dive into the target.

this is really tricky though, I tried to make a short range rocket that would just accelerate super fast to hit its target, and it would either be tooo slow, or clip through the target, or just knock the target flying with the kinetic force before the grenade exploded.

if your traveling at more then 200 velocity, you'll often clip right through the hexterrian

Development / Re: Where to from here?
« on: April 03, 2016, 11:36:44 pm »
It would be pretty cool to let bots loose in the minecraft world, especially if weapons could damage the terrain.

actually there is a mod that allows you to program robots to do tasks, but it is a custom linear code and you can't design your own bots. I was going to get into it.. but whats the point if you cant build the bot you program?

heres the link incase anybody is interested

Screenshots & Videos / Re: cupid's rocket volley bots!
« on: April 03, 2016, 07:54:17 pm »
yea I am kinda surprised nobody has got a dumb fire rocket bot yet into the ACL league
Last time I played rawbots, dumb fire rocket was almost useless in real fight because nobody had a turret with good aim and miss with a rocket is too "expensive".
A proper guided missile is too big for most designs, but you can check my Nest in ACL, it has land missiles.

HOLY SHIT ITS OWL! also, I was working on a bot that could do ballistic calcs to fire accurate rockets at long range targets, but the way the physics bends with the fps makes it impossible as the projectiles flight distorts based on game performance. The only thing is that it aims at a target "part" so it would be useless in ACL

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