GPWiki.org
GPWiki.org
It is currently Fri May 24, 2013 11:20 pm

All times are UTC




Post new topic Reply to topic  [ 5 posts ] 
Author Message
 Post subject: IncrediBots Open Beta
PostPosted: Tue Nov 11, 2008 11:45 pm 
Also known as "Lucky"

Joined: Sat Aug 07, 2004 9:22 pm
Posts: 5853
Location: Vancouver, Canada
Grubby Games is pleased to announce that our latest game, IncrediBots is now ready for public beta testing:

Build custom robots in your browser with IncrediBots!

Design your robot by drawing shapes, joints, motors, and more! Then, pilot your machine using your own custom key bindings. How will your robot fare in the hurdles challenge? Or archery? Or off-road?

And if you're not the competitive type, you can record custom movies using "Sandbox Mode" to share with the world. Use the editor to tell animated stories, create Rube Goldberg machines, or just experiment and have fun with physics! The sky's the limit with IncrediBots!

_________________
FizzBall, Professor Fizzwizzle, The Amazing Brain Train, and My Tribe!


Top
 Profile  
 
 Post subject:
PostPosted: Thu Nov 13, 2008 10:27 pm 
Mumbo Jumbo
User avatar

Joined: Fri Aug 20, 2004 1:15 pm
Posts: 804
Location: Michigan, USA
it doesnt play well with internet explorer 7. the mouse goes really slow. Firefox works great though. pretty addictive.

_________________
The path to hell is paved with clever code.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Nov 13, 2008 11:27 pm 
Level 22 Norse Warrior-Librarian
User avatar

Joined: Mon Sep 04, 2006 5:25 pm
Posts: 517
Location: U.S.
I've introduced the game to my friends, and two of them have spent the last two days playing it during our after-school class :)

My friend did find a bug on the tutorial level where you have to modify your vehicle to jump across a gap, though. Unfortunately, you can jump the gap without modifying your vehicle; basically my friend quickly accelerated, the green triangle got trapped under his wheels and I believe he did a flip over the gap (or maybe he just jumped it, I don't remember, I just know that the green triangle got stuck under a wheel and majorly contributed to him getting across).

Seems like a very entertaining game, though....congrats! ^_^
-wyrmmage

_________________
Worlds at War (Current Project) - http://www.awkward-games.com
Ganadu'r, The Eternal Sage (Other Current Project) - http://rpg.naget.com
Programming tutorials and web-design services: http://www.wyrmmage.com


Top
 Profile  
 
 Post subject:
PostPosted: Fri Nov 14, 2008 11:21 am 
Corpse Bride
User avatar

Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2217
Location: England
It doesn't play very smoothly in Safari either. Again, in firefox it runs good.

I couldn't get past level 6 though. I build a perfect catapult. Straight into the pit with no bouncing. But did the next level come? :(

I can understand the appeal to others, but sadly this isn't my kind of game.

- It's fun making a bot.

- I don't like how I have to click the buttons everytime I want to add a new object, like if I'm adding 10 rotating joints, there should be keyboard shortcuts for them, indicated on the key graphics.

- it would be nice to be able to define complex components, like cogs (a circle and lots of rectangle primitives joined on an angle) and be able to save that whole component and have it appear in a dropdown list as a complex component to paste. :)

- There doesn't seem to be much traction on the ground as everything prefers to slide. Traction is less than expected. So perhaps make traction higher, or have traction be an additional variable for an object's surface. I know this would probably screw up a lot of the pre-made levels.

- For me, if a bot get stuck or doesn't move as I expect (or hope) it to, the game becomes disappointing, to the point of not wanting to play it. I tried a few of the regular levels, and felt this way quite quickly with them all. I think part of the problem there for me is poor predictability on how a bot will function. So however well designed I make a bot, it's largely a matter of luck as to whether it will work or not. And a lot of the time, the solution happens by using the bot in an undesirable way, which shouldn't be, imo.

- I think with any physics based game like this, one has to ask "how much fun can be had sellotaping a dozen lollipop sticks together and sliding them on the table to lift a couple of dried peas into an egg cup??" Now I don't mean that as a criticism of your game at all, but just with any physics based game one should be careful not to make it feel like pre-school mecchano.


Last edited by Jasmine on Sat Nov 15, 2008 12:12 am, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Fri Nov 14, 2008 9:22 pm 
Octogenarian

Joined: Thu Nov 01, 2007 7:44 pm
Posts: 88
Location: earth MW(milky way)
Jasmine wrote:
- I don't like how I have to click the buttons everytime I want to add a new object, like if I'm adding 10 rotating joints, there should be keyboard shortcuts for them, indicated on the key graphics.

there are shortcuts, click instructions and scroll down to the bottom

_________________
"Education is what remains after one has forgotten everything he learned in school."
"If you can't explain it simply, you don't understand it well enough."
"Anyone who has never made a mistake has never tried anything new."
~Albert Einstein


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group