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 Modular Robots - Tribute to Keith Thompson 
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Post Modular Robots - Tribute to Keith Thompson
Image
Here comes the Mod-bots, inspired by the modular robots of Keith Thompson (got his permission too, that's why if you look closely there'd be something in the credits).
Includes, left to right:
-Standard Mod-bot.
-Flamer Mod-bot.
-Spotter Mod-bot.
-Heavy Armor Mod-bot.
-Scout Mod-bot.
-Mainframe Mod-bot.
-Jetpack Mod-bot.

Image
The Spotter's pre-equipped weapon, initial use.
Image
After a few seconds later.

Also, the Mainframe Mod-bot's mainframe is still glitchy, in that it won't flip its sprite if the mod-bot faces left. This is still an issue. I'd be glad if someone could fix this.

Go ahead and post what's wrong with this mod (except the obviously stated above), albeit no flaming. The Flamer Mod-bot doesn't want its job taken from it.


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File comment: Pimp My 'Bot
modbotsB23.rar [109.3 KiB]
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Last edited by carriontrooper on Mon Jun 22, 2009 8:24 am, edited 1 time in total.

Mon Jun 22, 2009 4:26 am
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Post Re: Modular Robots
I thought they would actually be modular.

EDIT:
To check the rotation issue on the main frame, if the unit has moved left, rotate left, same with right.


Mon Jun 22, 2009 4:31 am
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Post Re: Modular Robots
mail2345 wrote:
I thought they would actually be modular.

EDIT:
To check the rotation issue on the main frame, if the unit has moved left, rotate left, same with right.


It's not the rotation, it's the HFlip that's buggering me. The code's modified from what you posted in the Mod Making section.


Mon Jun 22, 2009 4:56 am
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Post Re: Modular Robots
They look pretty good.
But I don't really get what's modular about them.
Or what the hell the Mainframe bot does.


Mon Jun 22, 2009 5:49 am
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Post Re: Modular Robots
I was hoping for a GIF of some getting shot, and an intact one walking over their bodies and morphing into a super robot or something.


Mon Jun 22, 2009 6:18 am
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Post Re: Modular Robots
So much for modular. Sprites need work, especially shading. needs to be different.


Mon Jun 22, 2009 7:35 am
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Post Re: Modular Robots
For those who doesn't know: http://www.keiththompsonart.com/pages/modular.html
That's where they got the name. They do not combine and morph, nor do they split into parts. Don't expect that.

In terms of appearance, they are quite nice. Only that they look like having rabbit ears, also, the heavy armor type can look more bulky.

I think the mainframe should serve as a brain unit, hopefully that will come in the future. The mainframe should be bigger too. I also hope there will be a way to bind the mainframe's and the robot's movements, so you don't accidentally select the mainframe and end up futilely trying to get the robot to move.

The air strike could be more deadly though. Should strike one targeted area with lots of beams.

Overall very nice. I didn't thought I would see Kieth Thompson stuff in CC. You made my dream come true.


Mon Jun 22, 2009 7:40 am
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Post Re: Modular Robots
The Decaying Soldat wrote:
For those who doesn't know: http://www.keiththompsonart.com/pages/modular.html
That's where they got the name. They do not combine and morph, nor do they split into parts. Don't expect that.

In terms of appearance, they are quite nice. Only that they look like having rabbit ears, also, the heavy armor type can look more bulky.

I think the mainframe should serve as a brain unit, hopefully that will come in the future. The mainframe should be bigger too. I also hope there will be a way to bind the mainframe's and the robot's movements, so you don't accidentally select the mainframe and end up futilely trying to get the robot to move.

The air strike could be more deadly though. Should strike one targeted area with lots of beams.

Overall very nice. I didn't thought I would see Kieth Thompson stuff in CC. You made my dream come true.

Do you know what the Mainframe one is supposed to DO?
It just seems to have a dead foetus on its head or something, an actor that doesn't do anything.

And the one with Vision range is fantastic, the AI actually shoot at a longer range with that thing!


Mon Jun 22, 2009 7:53 am
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Post Re: Modular Robots
these look really mediocre and generic, sorry


Mon Jun 22, 2009 8:03 am
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Post Re: Modular Robots
Winterous wrote:
Do you know what the Mainframe one is supposed to DO?
It just seems to have a dead foetus on its head or something, an actor that doesn't do anything.

Do you? The mainframe one is a robot carrying a mainframe computer. Maybe you lost the robotic body on delivery, and ends up with the mainframe computer only. That kind of happens.

Anyway,
I think carriontrooper should change the title to A Tribute to Kieth Thompson or somethin, to show that this is not just some generic robot or really modular robots. Lots of misunderstanding here.

Edited


Last edited by The Decaying Soldat on Mon Jun 22, 2009 10:28 am, edited 1 time in total.



Mon Jun 22, 2009 8:16 am
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Post Re: Modular Robots
The Decaying Soldat wrote:
For those who doesn't know: http://www.keiththompsonart.com/pages/modular.html

I think the mainframe should serve as a brain unit, hopefully that will come in the future. The mainframe should be bigger too. I also hope there will be a way to bind the mainframe's and the robot's movements, so you don't accidentally select the mainframe and end up futilely trying to get the robot to move.


Well yes, the mainframe is the brain. Two actors in one, brilliantly disguised so that their health overlap. That means if the bot carrying it dies, it'll drop to the ground, and if it dies you could lose (assuming you have no other brain in play).

Allright, to-do next update: bulk up heavies, improve laser strike, slavebind the mainframe and the bot carrying it...

Winterous wrote:
Do you know what the Mainframe one is supposed to DO?

from aforementioned Keith Thompson page:

"This version has mounted carrying cases. The robot could simply be a pack mule, or the cases may contain a huge mainframe that vastly enhances the robot's cognitive and calculation capabilities."

Since we have unlimited inventory here in CC, I guess I'd turn it into a brain-carrier of somekind.


Mon Jun 22, 2009 8:20 am
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Post Re: Modular Robots - Tribute to Keith Thompson
The sprites burn my eyes.


Mon Jun 22, 2009 8:27 am
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Post Re: Modular Robots
carriontrooper wrote:
The Decaying Soldat wrote:
For those who doesn't know: http://www.keiththompsonart.com/pages/modular.html

I think the mainframe should serve as a brain unit, hopefully that will come in the future. The mainframe should be bigger too. I also hope there will be a way to bind the mainframe's and the robot's movements, so you don't accidentally select the mainframe and end up futilely trying to get the robot to move.


Well yes, the mainframe is the brain. Two actors in one, brilliantly disguised so that their health overlap. That means if the bot carrying it dies, it'll drop to the ground, and if it dies you could lose (assuming you have no other brain in play).

Allright, to-do next update: bulk up heavies, improve laser strike, slavebind the mainframe and the bot carrying it...

Winterous wrote:
Do you know what the Mainframe one is supposed to DO?

from aforementioned Keith Thompson page:

"This version has mounted carrying cases. The robot could simply be a pack mule, or the cases may contain a huge mainframe that vastly enhances the robot's cognitive and calculation capabilities."

Since we have unlimited inventory here in CC, I guess I'd turn it into a brain-carrier of somekind.

Why don't you just make the robot the brain?
Like a brain bot.
That would be less difficult to select (you can select the mainframe and can't do anything with it -_-).


Mon Jun 22, 2009 9:35 am
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Post Re: Modular Robots - Tribute to Keith Thompson
But the funny thing about this brain is that even if the robot dies, your brain still lives, but only dropped onto the ground. And I kind of dig this idea.


Mon Jun 22, 2009 10:30 am
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Post Re: Modular Robots - Tribute to Keith Thompson
The Decaying Soldat wrote:
But the funny thing about this brain is that even if the robot dies, your brain still lives, but only dropped onto the ground. And I kind of dig this idea.

I guess, that's pretty cool actually.
But it would probably be best left until it can be implemented properly.

They have plans for when they complete the game, of having robots being able to remove their own head and replace it with the brain jar.
You could probably craft something out of that.

I'll admit, it's a great idea, but very impractical.
If your robot dies out in the open, your brain is stuck, out in the open.
Unless you pick it up in a craft and move it.


Mon Jun 22, 2009 10:32 am
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