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The_Dude Mar 7 @ 5:07pm
Editor Questions
So, I have a few questions about the editor:

- Is it possible to make a titan rotate around it's X-axis as well as it's Z-axis, all whilst traveling along it's Y axis? I can only seem to make two of these things happen. What this would achieve, is that all of the Titan's weapons would be able to face any direction (according to it's rotation).

- Is it possible to clear up projectiles that go out of the level's boundaries without actually travelling outside of the map's boundaries? (i.e. if you have a biodome as your level's "bounds", is it possible to clear up projectiles that have travelled outside of the biodome before they reach the edge of the actual level?) Doing this would help reduce lag in a level that features loads of projectiles, without having to reduce the amount of projectiles.

- Any hints on how to make the skybox look less static? I have tried adding various buildings, but the skybox still looks way too odd and unrealistic in my maps, except when I put the level under a roof, such as in a biodome.

- Is there any way to trigger movement-based events, such as detecting when a player reaches a certain area (like the cocktail drop-off points, only without cocktails). What I am thinking here is if it would be possible to spawn enemies when the player touches a certain platform.

And finally, as a bonus question:
- What's up with the gun used in all the trailers? Was it used in the alpha of the game and later removed? If that's the case, is there any way to "get it back"? Is it a gun reserved for the developers? Is it a bonus for those that purchased the game early?

I might add more questions as I come up with them.

EDIT: How do I move this to Workshop Discussions? I saw the sub-forum too late.
Last edited by The_Dude; Mar 7 @ 5:08pm
Showing 1-11 of 11 comments
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nfd9001 1 Mar 7 @ 7:15pm 
I'm not great with the editors yet, but I can say that, yes, the different gun in the trailers is one of the gun models used in the alpha. Maybe Dejobaan will patch it in as an option for people who've completed the entire game? :D That'd be neat.
trygdelions hiphyste 6 Mar 7 @ 7:23pm 
As far as Ive figured out, the "movement based event" thing is impossible. My maps are short, but I put as much effort as I can Into them. The next one is going to be huge, and Im trying to do what you just said. Except without jetpacks, and high gravity.
The_Dude Mar 8 @ 4:05am 
Originally posted by nfd9001:
I'm not great with the editors yet, but I can say that, yes, the different gun in the trailers is one of the gun models used in the alpha. Maybe Dejobaan will patch it in as an option for people who've completed the entire game? :D That'd be neat.
Yeah, for some reason I like the look of that gun a bit better than the current one.

Originally posted by topazelite:
As far as Ive figured out, the "movement based event" thing is impossible. My maps are short, but I put as much effort as I can Into them. The next one is going to be huge, and Im trying to do what you just said. Except without jetpacks, and high gravity.
Hm, that is a shame. Thanks for the heads-up, anyway!
trygdelions hiphyste 6 Mar 8 @ 7:39am 
I like the old gun, but I honestly like the new one better. It justs fee more "real" and from the universe. It fits the art style.
Elliot B  [developer] 1 Mar 17 @ 1:41pm 
*moves topic with magic mod powers*

Whew, lots of questions. I shall do my best to address them all.

- Is it possible to make a titan rotate around it's X-axis as well as it's Z-axis, all whilst traveling along it's Y axis? I can only seem to make two of these things happen. What this would achieve, is that all of the Titan's weapons would be able to face any direction (according to it's rotation).

I don't think that's possible, no. Though you *might* be able to use one of the Whole-Titan movements to do one of the rotations, and then just a Spin movement on the core for the other one. I'm not sure how great it would look, though.

- Is it possible to clear up projectiles that go out of the level's boundaries without actually travelling outside of the map's boundaries? (i.e. if you have a biodome as your level's "bounds", is it possible to clear up projectiles that have travelled outside of the biodome before they reach the edge of the actual level?) Doing this would help reduce lag in a level that features loads of projectiles, without having to reduce the amount of projectiles.

That's not a bad idea. I'll jot it down as a possibility for the future.

- Any hints on how to make the skybox look less static? I have tried adding various buildings, but the skybox still looks way too odd and unrealistic in my maps, except when I put the level under a roof, such as in a biodome.

You'd probably need to snag Ichiro for that (he's a GDC right now). I think the trick is to have mid-ground buildings and to generally obscure the view of the skybox such that the player only sees glimpses of it through the foreground and mid-ground. Also, I've found that you tend to start noticing the static-ness more as the designer than a player really will.

- Is there any way to trigger movement-based events, such as detecting when a player reaches a certain area (like the cocktail drop-off points, only without cocktails). What I am thinking here is if it would be possible to spawn enemies when the player touches a certain platform.

There *are* a bunch of trigger objects (for things like death, win, etc). I know we were talking about making one that hooks into the event system (the way substations can, if you've played with them), but I don't know if we did.

- What's up with the gun used in all the trailers? Was it used in the alpha of the game and later removed? If that's the case, is there any way to "get it back"? Is it a gun reserved for the developers? Is it a bonus for those that purchased the game early?

That was the old alpha gun, yeah. We all thought it looked weird, so we put in the new gun. But I guess if people *really* wanted to play with it, we could make it a prize for winning the game. Maybe. I dunno! >.>
The_Dude Mar 17 @ 3:14pm 
Originally posted by Elliot B:
I don't think that's possible, no. Though you *might* be able to use one of the Whole-Titan movements to do one of the rotations, and then just a Spin movement on the core for the other one. I'm not sure how great it would look, though.
Yeah, that is how I was able to make the titan rotate around two of it's axes. I was trying to make the laser-lines fire in all possible directions, and two axes kind of solved that problem, but being able to rotate the titan around all three axes could prove quite useful.

You'd probably need to snag Ichiro for that (he's a GDC right now). I think the trick is to have mid-ground buildings and to generally obscure the view of the skybox such that the player only sees glimpses of it through the foreground and mid-ground. Also, I've found that you tend to start noticing the static-ness more as the designer than a player really will.
The problem with obscuring the skybox is that you either have to restrict the playing area in such a way that movement is not as free as you would like, or you have to put a lot of effort into making the play area large, whilst still looking good. Having played some of the levels from the campaign, I believe I have come up with a nice middle-ground, but I have yet to test it.

There *are* a bunch of trigger objects (for things like death, win, etc). I know we were talking about making one that hooks into the event system (the way substations can, if you've played with them), but I don't know if we did.
Hmm... would it be possible to re-trigger the substations? If nothing else, is it possible to spawn additional enemies/titans when a player begins hacking a substation?

That was the old alpha gun, yeah. We all thought it looked weird, so we put in the new gun. But I guess if people *really* wanted to play with it, we could make it a prize for winning the game. Maybe. I dunno! >.>
Hmm... How much effort would it take to, say, replace the current gun file with a color-modified version of the old one? Having some nice glow-ish colors on the old gun would look quite nice. The only problem is that this might cause a slight competetive advantage... maybe.

Thanks for the answers!
Elliot B  [developer] 1 Mar 17 @ 3:31pm 
>Hmm... would it be possible to re-trigger the substations? If nothing else, is it possible to spawn additional enemies/titans when a player begins hacking a substation?

I don't think you can re-trigger the substations. But, they have a section for triggering things whenever the player enters their radius (as opposed to their other trigger that goes off when they are turned off)
The_Dude Mar 17 @ 3:33pm 
Originally posted by Elliot B:
I don't think you can re-trigger the substations. But, they have a section for triggering things whenever the player enters their radius (as opposed to their other trigger that goes off when they are turned off)

So... can the turn off/turn on trigger be called to do (something) from within the editor?
Last edited by The_Dude; Mar 17 @ 3:33pm
Elliot B  [developer] 1 Mar 17 @ 4:09pm 
Yes. So, on the substation there is Player Enter Trigger, and Trigger ID (which shows you how Player Enter Trigger was a last minute thing...)

For either one, you can set a Trigger channel (A, B, etc). When it goes off, anything that us set to Wait For Trigger with that channel will start. I believe all spawners have the Wait For Trigger option.
Elliot B  [developer] 1 Mar 17 @ 4:09pm 
Also, for fun, here were some crazy colorings of the old gun from way back - http://steamcommunity.com/sharedfiles/filedetails/?id=141232706
The_Dude Mar 18 @ 9:34am 
Originally posted by Elliot B:
Yes. So, on the substation there is Player Enter Trigger, and Trigger ID (which shows you how Player Enter Trigger was a last minute thing...)

For either one, you can set a Trigger channel (A, B, etc). When it goes off, anything that us set to Wait For Trigger with that channel will start. I believe all spawners have the Wait For Trigger option.

Ah, thanks a lot for explaining that function! I'll try it out sometime this week.

Originally posted by Elliot B:
Also, for fun, here were some crazy colorings of the old gun from way back (picture)

That's exactly what I was talking about! Now, you know what would be a nice game feature? Being able to get that gun and customize it's color. Just a small hint. Or, y'know, just letting people replace the gun model with anything of their liking... hmm, after additional thought, that might not be a too good idea considering what some people might come up with.
Last edited by The_Dude; Mar 18 @ 9:34am
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