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Sirisian
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PostPosted: Mon Oct 27, 2008 9:12 pm    Post subject: Reply with quote

Well I was thinking collision groups. You assign objects a number and they can only collide with objects with that same number. Just make it default to how you have it right now would be fine. It would be like an advanced option. Not completely necessary, but if someone tries to build anything complex they will run into huge problems.
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Wade
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PostPosted: Tue Oct 28, 2008 7:54 am    Post subject: Reply with quote

First off: As always, Lucky's work is looking polished and friendly... I can't wait to share this link once Beta is over. Good stuff!

On to the weirdness: replay is working a bit odd for me. I did the Dump Regular level (there's a bad joke in there somewhere), and wanted to watch my spastic flailing about in replay. I noticed that the playback didn't exactly match original... the pieces don't make it to the pit during playback. Also, some of the pieces "jump" from one position to another.

http://incredibots.com/index.php?replayID=38

I'm using Firefox 3 and Flash player 10,0,12,36.
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Ryan Clark
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PostPosted: Tue Oct 28, 2008 9:29 am    Post subject: Reply with quote

Thanks for the feedback, Wade! Much appreciated Happy (But note: I didn't program this; I just designed it! Oliver's doing a great job with the AS3 coding.)

It looks like we still have some replay issues to work out. Thanks for giving us more data to go on!
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Wade
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PostPosted: Wed Oct 29, 2008 8:17 am    Post subject: Reply with quote

Alright, more nitpicking! (Hey, that's what beta's for, right? Happy )

One of my designs doesn't seem to meet the win condition for the Climb challenge:

http://incredibots.com/?replayID=58

I'm guessing either...
a) the bot is too big, so it never is fully on the pad at one time (in which case an easy fix might be to ensure the ending pad is as big as the starting pad, or make the starting box smaller)
or
b) the 'treads' don't count as part of the bot, and that's the only thing contacting the pad at the top... which would make sense if you're trying to prevent someone from just catapulting a circle up the stairs, but you'd think a treaded bot would be fair game.

Then again, it could be...
c) that's why they called it a 'Challenge'
... but I was hoping to blame someone else for my failure. Sassy

Seriously, though, it's potentially frustrating to the player, since it's not clear why the win condition is not met.

Edit: the same bot wins the "off road" challenge, so I guess it's the size thing.
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Ryan Clark
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PostPosted: Wed Oct 29, 2008 8:46 am    Post subject: Reply with quote

Definitely a bug; thanks, Wade!


PS. Nice robot! It's huge!
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BillyJimBob
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PostPosted: Wed Oct 29, 2008 5:06 pm    Post subject: Reply with quote

While playing in the sandbox, I decided to make a bot in the sky ( over the middle of the land mass).. I zoomed in and out to watch the bot, then stopped the simulation.
When I did this (and I did this several times), I ended up with a blue screen.. with no clouds or other landmark to tell me where I was!! :shock: I had to zoom out until I saw a cloud then move around until I found my bot. (At one point, I had to place an object on the blue screen to give myself a landmark.. then I lost the object after finding my bot!! ChucklesHappy

Is there a way to have the screen go back to the bot's placment after you stop the simulation??
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Ryan Clark
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PostPosted: Wed Oct 29, 2008 5:45 pm    Post subject: Reply with quote

Yes, I've seen that "randomly warped somewhere in the sky" bug, too. We'll have to track it down.
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Wade
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PostPosted: Fri Oct 31, 2008 2:39 pm    Post subject: Reply with quote

I'm not sure if joints are ever supposed to fail, but I've managed to get sliding joints to break/stop working:

http://incredibots.com/?replayID=123

PS: new Load/Save dialog = much better. Happy
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PostPosted: Fri Oct 31, 2008 3:15 pm    Post subject: Reply with quote

Glad you like the new save/load GUI! Much more functional, now Happy

Yes, the joints can currently fail... we don't want them to, but haven't been able to prevent it. We'll keep looking for ways to fix it!
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Wade
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PostPosted: Mon Nov 03, 2008 10:19 am    Post subject: Reply with quote

Hey, I just noticed that you can view replays of the High Score runs (even other people's!), but it's not so easy to get back to the high score list to view another... it'd be nice if the "stop replay" button took you back to the high score list.
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PostPosted: Mon Nov 03, 2008 11:13 am    Post subject: Reply with quote

Agreed; I think we need to improve the highscores interface somewhat. Thanks for the ideas!
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andreas002
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PostPosted: Tue Nov 04, 2008 7:56 am    Post subject: Reply with quote

I see the credit costs have been changed. Now, however, they are too high - a single full power full speed non-floppy rotateing joint already exeeds the credit limit of a hard chalange.


Here are my sugestions to this matter:

Shapes: The credit cost of is too high if you make small shapes, makeing treads impossible. Maybe lower the minimum cost to something like 10 or 20.
Fixed joints: They are a bit too expencive, maybe change the cost to 50.
Rotateing Joints: They are okay if the spped is low, but if it's high, the cost is WAY to high. I mean seriously, 5000 credits for a full speed joint? Definately lower the cost of the high speeds.
Sliding Joints: They are okay, maybe lower the cost of high speed and power a bit.
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Ryan Clark
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PostPosted: Tue Nov 04, 2008 9:27 am    Post subject: Reply with quote

andreas002 wrote:
I see the credit costs have been changed. Now, however, they are too high - a single full power full speed non-floppy rotateing joint already exeeds the credit limit of a hard chalange.

Yes, that's the point. Otherwise you can use "thin rectangles" and "fast rotating joints" to jump-cheat all of the challenges. Now you have to use your imagination, instead Happy


andreas002 wrote:
Shapes: The credit cost of is too high if you make small shapes, makeing treads impossible. Maybe lower the minimum cost to something like 10 or 20.

We did this to prevent long thin rectangles, to prevent easy jumping. You can still make larger treads, just not small thin ones.

andreas002 wrote:
Fixed joints: They are a bit too expencive, maybe change the cost to 50.

Again, did this to prevent the joining together of long thin rectangles, to prevent easy jumping.

andreas002 wrote:
Rotateing Joints: They are okay if the spped is low, but if it's high, the cost is WAY to high. I mean seriously, 5000 credits for a full speed joint? Definately lower the cost of the high speeds.

You never "need" a super high speed motor, unless you're jumping. You can still use them on "Regular" levels, but not on hard or advanced.
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PostPosted: Wed Nov 05, 2008 5:37 am    Post subject: Reply with quote

Have a look at my "Stuck Dump Bot" level. The front gets stuck in the wall. :?
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PostPosted: Wed Nov 05, 2008 8:21 am    Post subject: Reply with quote

Yeah, we're aware that this can happen... not sure if we can prevent it or not, unfortunately.
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