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A member registered Jul 31, 2019

Recent community posts

I did after that hint.

It's the last thing in the game that I haven't done. :/

What's the deal with the puzzle in the room with the elemental pillars? I found the first two steps, I think, but everything else in the room just resets it.


Steel and polycarb, all 5mm.

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I found a problem. Fire damage instantly makes all small parts fall off.

I drove a panel bot within a foot of the flame pit - not even on it - and it just collapsed in a heap.

I've been thinking about rollers for wheels, after my attempts to build some ate the entire frame rate

What I'm wondering is if it would be plausible to have an object that has significant friction in - say - the X axis, but none in Y or Z.

Assuming directional friction is possible in the engine, it would allow rollers on wheels - or in other places - to function without having to complicate the game's calculations with moving hinges.

When the paint system gets properly built, we need the option to make custom paint shapes and to use coordinates to place them. I'd never be able to make a paint job like this without those two things's-rr2-sh...

I've posted the bot in case testing might help figure out what's wrong.

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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.

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.

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It needs to be able to move them a good five to ten times slower to work properly.

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.

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. :)

No idea at all, but these past three days I've continued to have no problems with it.

Okay... Update: I'm trying it again, and this time the game is staying solid, I haven't had even one crash today.

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.

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.

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.

Having a proper hinge does fix it. :)

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Just tested it now. It doesn't veer as much but it is still a thing, I'm starting to suspect the hinged wedge on the front might be the culprit.

p.s. Yes, a hinge on a 06August bot. I used a beetleweight motor with a small wheel attached, gonna swap that for an actual hinge and see if the veering persists.

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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.

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.

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.

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Any news?

EDIT: I've found out mere minutes after posting this latest reply that it's a bug everyone has been having, so presumably isn't exactly an obscure issue you'd only be able to look for in my three bots.

I'm curious, have they turned up anything useful?

That should be them.

I can't think of anything they all have in common besides being built in the current build.

All three of the robots I've built in this build are immune to elimination by pits and ring-outs.

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.

Woot! Looking forward to it. :)

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. :)

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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. :)

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.

I love the new spinner physics, but the blur cylinder - while cool for bars - isn't so good for flywheels or drums.

Overall a big improvement though. :)

Ooo, sweet. Looking forward to it. :)

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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.

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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?

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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.