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Messages - cupid_the_conqueror

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General Discussion / Re: THE ABRT V2! now it FLYS!
« on: March 14, 2019, 04:09:00 am »
Flying thing, not the top heavy monstrosity on the ground, that was just a spare bot I had

General Discussion / THE ABRT V2! now it FLYS!
« on: March 11, 2019, 09:55:57 am »
Hello gents, working on an upgrade to my automatic ballistic rocket turret. Im working on making it an aerial patroling, ground unit killing monster. I call it the RocketWhale!

I've gotten tracking and flight patterns down so far. It has a base starting contiuum , which controls its altitude and such, and it will hold a strafing pattern around this contiuum. When it finds a target, it checks to see if the velocity of the target is higher then the current target (the stock contiuum that comes with it) and then selects the new target based on the fact that it SHOULD be moving. (issue is that if you stand still, it passes by..) I still gotta add some more checks (prox check and what not)

after it fires its rocket, it will break target lock and return to tracking its point of origin, the contiuum it comes with.
the rocket is ready for action, I just need to add the targeting system for it.

here it is in action, just gotta tune in the tracking/targeting system and the rockets targeting system, and it'll be good for battle!

Hello everybody let me get started with the most impressive news, and then I'll get to the details of how this came to pass.

First of, several members of this community have been given the source code by an anonymous user. We have almost no skill when it comes to unity, but we are working on modding the current game release to be more stable and to document how the game actually works for future use. We have alot of passion for rawbots and we believe we can make the game better even with our limited skill.

Second order of business, the forum is not going down. I have extended the domain for another year, I will remove the old post shortly after releasing this.

Story time!
Spoiler: show

ONCE APON A TIME. Our lead creative design Alex Rozgo got the idea for a robot building sandbox adventure game. After whipping on some concept art and pitching the game around, he quickly attracted the attention of Neil Haran, who fell in love with the concept game he saw and would be the lead financier of the project. In 2011 Inearth studios was commissioned to create the rawbots demo that was shown to investors, this is the rawbots we know today.  In 2012, the team tried to raise money via kickstarter and was unsuccessful. Development of rawbots was a complete mess as new systems and utilities were added due to their "coolness" and not their functionality. Nobody on the development team knew the assets very well and they quickly started treading water trying to stay afloat. With the failure of the kickstarter combined with the difficulties in development due to poor decisions he himself had made, the "Dynamic Systems Engineer" Alex Rozgo decided that rawbots wasn't worth perusing. This lead to Alex using the funds to create a Clash of clans mobile knockoff instead - Fraud ofcourse-, Alex then moved the money that had been raised for rawbots development into a company called Beyond Games, and created his mobile game there.

Now the road to hell is paved with good intentions, and its not clear if this was malevolence or misguided good will. Perhaps Alex thought making a hit mobile game would shore up funds for rawbots, a project that was essentially his brain child, or if he had become disillusioned and disheartened enough to betray the investors and players. We can only read about the outcomes of his poor choices. And while without a doubt Alex Rozgo is in-fact the villain of this tale, I do not encourage or endorse any doxxing or other unethical forms of vigilantism. We all think we would do better, but nobody knows what they are capable of until their back is pressed up against the wall.


Neil caught wind of this, and sued beyond games. In response, Alex rozgo was let go from the company, but still maintained control of the rawbots source code due to being the lead "Dynamic System Engineer" at the time of rawbots development. Apparently, Neil and Alex came to some kind of agreement to continue the development of rawbots. This is when we saw the Unreal Engine port of rawbots that appears on these here forums. But much later it was revealed that this was a scam, and what was shown was just pre-made assets with a hardcoded "rover" behaviour slapped on, maybe 1-2 hours worth of work. Alex worked very hard to keep Neil in the dark, allowing him to pocket Neil's money without doing any work.

As time pasted, and it was clear no development was happening , we made the decision to close down the forums. This is when RICK a former employee of Alex Rozgo, reached out to us offering the source code and insight into the internal development struggles and Frauds of Alex Rozgo. Including ridiculous re-builds on projects, shovel-ware games, and non-payment of employees. RICK was cautious about handing the source code over to us, because he was worried about legal action from Alex Rozgo. But before RICK could deliver the source code to us, an anonymous user contacted us and gave us the source. This user had an older copy of the source code (I personally suspect that this is the copy that Alex has, I do not believe he did any work on the project past the original tech demo) Which he gave to us the community.

The current decision from the community is to keep "development" in house for some time to see what we can do, and to go fully open source if we hit a deadwall and can't make progress. Our current goal is to get rawbots documented and Improve the physics within 4 months, if we can't meet this deadline we will be going open.

This is why we were left in the dark for so many years, And this is why, Rawbots will never be a commercial product. For all the people who paid for this game, and were betrayed by Alex, we will be releasing our modded source game updates for free as we make them.

I hope this brings you closure as to the events that transpired with this game, as I feel you all deserve to know. Rawbots had HUGE potential when it was released, and everybody in this community saw that. Now that we have the source code, we can begin the long journey of making this game into what we all believed it could be - our robot building sandbox adventure.

these are still the early days, we haven't even compiled our gitlab repository yet. And while I encourage you all to take this news with a grain of salt, I believe the passion of our community members will be enough to give us a playable game, even if its not the perfection we all craved when we first saw rawbots.

If you want more information, join us on the official discord.

thank you.

[edit, the repo is up! ;D.... time to learn unity  :'( ]

TLDR : Indie studios are corrupt, crazy illegal shit happened with rawbots, thats why we don't have much more then a tech demo, and why we never got any real updates. But we are going to start modding the game because we love it. and with the love of the community we can make the robot building adventure game we've always wanted.

TLDR2: "Got a full bottle of sauce. Modding the living daylights out of it. Forum staying up. Stay calm and make Rawbots!"

Community Notices / Re: Discord
« on: February 24, 2019, 02:00:00 am »
not any more your not!

General Discussion / Re: Is the development still being rebooted?
« on: July 04, 2018, 07:51:22 am »
Don't trust anything any of the "devs" say. I've talked to them both too, and its clear they don't want to give us the truth. They offer lies and false hopes. Its unrealistic to expect anything to happen after a failed kickstarter, poor marketing, dev disappearance, website removal, investor vs studio lawsuit and not to mention a abused and mishandled fan base.

Hate to say it, but he's dead jim.

Introductions / Re: Im back too!
« on: July 04, 2018, 07:45:40 am »
Annoying that they didnt list this forum in the community section. But I guess there is nothing but bad publicity here due to  proof of dev incompetence

General Discussion / Re: Rawbots development restart discussion
« on: June 04, 2018, 12:01:20 am »
Time flys man... time flys..

If the had just released the source code we could have modded it into a playable game by now..

Is that weird Russian logo still up on the original domain? "Doubters will be shamed"?
Seems the doubters have been proven...

General Discussion / Re: Rawbots development restart discussion
« on: September 17, 2017, 06:47:31 am »
Jesus guys, its been a few months again with nothing but silence! Was nothing learned from last time around? Hell don't even talk about the game,  talk about what you had for breakfast. Better then seeing the dev-screen  go dark.

Screenshots & Videos / Re: Owl's builds
« on: May 10, 2017, 03:53:07 pm »

Introductions / Re: Petit Scarabee
« on: May 10, 2017, 03:37:46 pm »
Yea its slowed down quite a bit, but thats the nature of rawbots love, its an "on the backburner" kinda thing. People get busy with life and other things right?

Introductions / Re: Petit Scarabee
« on: February 24, 2017, 05:21:02 am »
You bet they are slow! Welcome friendo, enjoy peruseing the forum! Its a shame we don't have access to the old forum however, this one runs outta stuff to read!

Screenshots & Videos / Re: Wheeled mass driver
« on: February 24, 2017, 05:18:21 am »
Dude that is baller! +1!

Development / Re: Reboot
« on: February 24, 2017, 05:11:57 am »
Im pretty much a ghost these days given the approaching takeoff of my military career. But I figured I would chime in here...

With the newest AMD cpu line pushing the market even further down the mutli core path (8 real with up to 16 hyper threads) beacuse of the obvious  computational benefits, we can safely assume the core wars has started. Intel has rumored to be working on a new 12 core cpu.

The future is going to be filled with heavily multithreaded applications. Heck most AAA games support the quad core standard! And developers aren't shying away from getting the most out of 8 and 10 core machines thanks to a whole WACKLOAD of work being done by software development engineers for the back end stuff that makes game engines tick. And the benifits of this shift can also be seen in the server market (22 core xeons anybody?). With companies like amazon investing huge sums into developing cloud networking like lumberyard to support future MMO and streaming demands.

Obviously as a sandbox and as a simmulation Rawbots will benefit highly from this increase in multithreaded power. Heck multiplayer might actually happen given the general increase in data putthrough.  But what kind of hardware is the development team aiming for?

Alotta development teams who know that their cycle could be 5+ years aim their highend for hardware that doesnt even exist yet, knowing it'll be there when they get there.

The simmulation of 100 moving parts and 1000 VP hexes across a multi player instance sounds like it takes alot of juice. Lord knows the current rawbots could bring an i7 6600k to a standstill. What kind of hardware is future rawbots going to be aiming for? Will the average gamer have it by then?

Im excited to see, keep up the good work!

Challenges / Re: Planetary ACL
« on: December 09, 2016, 05:43:47 am »

I suppose at this point it would be worth seeing if two fast bots are even capable of hitting each other with unguided projectiles.

I can accurately fire a dumbfire rocket with launch velocities exceeding 5k, it may phase through the target some of the time, but the targets speed is pretty much irrelevant. But as for plasma weapons? I doubt two fast plasma bots could hit eachother even if they programmed lead time, the bullets just move too slow

Take a look at my AutomaticBallisticRocketTurret the rocket should be easy enough to separate from the rest of the turret. the jet just has a thrust of 2,000 and I turn it off after velocity = 2,000

mind you my speed is so fast I don't really worry too much about getting that ballistic drop until the range is REALLY far.

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