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TIGSource ForumsCommunityDevLogsJunkyard Robots / Robot factory
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Zorg
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« Reply #20 on: October 29, 2014, 01:40:08 AM »

I like the junkyard idea. Robot Recycling.
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karlozalb
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« Reply #21 on: October 29, 2014, 02:15:17 AM »

Robot + Capitalism = Robotalism!

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Fenrir
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« Reply #22 on: October 29, 2014, 02:21:15 AM »

Robot + Capitalism = Robotalism!

Nice one! Smiley
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oodavid
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« Reply #23 on: October 29, 2014, 03:11:08 AM »

Just call me lord of the puns Smiley
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« Reply #24 on: October 29, 2014, 05:05:40 AM »

Robot + Capitalism = Robotalism!
hehe ..or Capitabot ..uhhm no  Durr...?

Just call me lord of the puns Smiley
Hey there, lord of the puns  Gentleman
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Playaction
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« Reply #25 on: November 07, 2014, 04:34:25 AM »

I'm going with the name Junkyard Robots for now.
Life got in the way this last week, so not much has happened.
But I finally fixed some placement flipping, so you can flip the direction of the conveyor or machine with 'R'.



Also did a little stress testing.
Here is 165 modules (machines or conveyor belts) and 216 items running, with no noticable lag.
- Bottom left is the beginning of an inventory system.

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Fat Bard
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« Reply #26 on: November 07, 2014, 08:29:53 AM »

One quick art thing to consider is the player's expression. Should he always be so happy? If I was running a factory I'd be stressed out of my mind! Maybe a flat expression and a stressed expression depending on the circumstance? I think it'd give the character more personality too. It might give the player a greater sense of anxiety (which could be good) to see the character disheveled and in a frenzy. OR maybe have him be super happy all the time, but in a funny way, like he's just CRAZY about robots.

Some food for thought.
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« Reply #27 on: November 07, 2014, 09:37:03 AM »

Good input. Maybe I can make him sad, when a machine breaks down, and happy when a finished robot leaves the factory.
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« Reply #28 on: November 09, 2014, 03:54:55 PM »

I have been trying to work out, how to design the robots.

Here is my first attempt at welding an eye onto a robot head.



This will be automated of course, but it will be up to the player, where to place the parts, so the final look is unique.
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« Reply #29 on: November 10, 2014, 02:24:27 PM »

Someone one twitter reminded me, I had to add sparks to the welding.
It's slowly starting to look like the control panel in my head. Just needs moar buttons and levers and stuff.

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« Reply #30 on: November 11, 2014, 11:10:02 AM »

Trying to figure out how roof and windows should look. Meanwhile someone is hanging up posters, to make the factory feel more homely.

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« Reply #31 on: November 13, 2014, 02:46:16 PM »

I feel like I've broken more than i've fixed recently. Facepalm

And I think I might have to clean up the debug view soon. 

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EpicVesselGames
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« Reply #32 on: November 13, 2014, 04:28:08 PM »

Trying to figure out how roof and windows should look. Meanwhile someone is hanging up posters, to make the factory feel more homely.

I love the mouse hole!

It looks like (and I'm nopixel artists) that the interior side of the walls should be the exterior side, maybe?
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« Reply #33 on: November 13, 2014, 11:45:25 PM »

Oh - it look like he's standing outside the building, doesn't it... ungh, now i can't see it any other way. Will have to fix that!
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« Reply #34 on: November 14, 2014, 01:45:53 PM »

Does this looks more like inside?

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The Translocator
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« Reply #35 on: November 14, 2014, 03:15:43 PM »

Unsalvagable

 Who, Me?
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EpicVesselGames
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« Reply #36 on: November 15, 2014, 06:07:17 AM »

Yeah that looks much better to me!

The ground floor is coming along nicely! Will I get to play with that robot arm thingy?
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« Reply #37 on: November 15, 2014, 06:43:26 AM »

I hope to add all sorts of robot arms, cranes, pulleys and switches to play with.  Cheesy
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« Reply #38 on: November 18, 2014, 02:14:27 PM »

I've spent the last couple of evenings staring at my machine logic code in frustration.  Shocked
I'll have to rip it out and rewrite it, otherwise I'll never progress.

Making the machine code flexible enough for all the things I want it to handle, is proving to be quite a challenge.
 Crazy
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« Reply #39 on: November 24, 2014, 02:59:31 PM »

I had to force myself to return to this project. This logic rewrite was absolutely needed, but terrified me. Now i'm past the worst part, and much more happy with the code.
It's hard to see in a gif, so here's a sketch of how it works now.



A machine has one or more incoming connections and outgoing connections to conveyor belts.
Inside the machine the incoming materials are stacked in a limited number of stacks, so this machine can only hold two kinds of materials at the same time. If the items in the stacks are what the machine needs, it moves items from the input stack, and holds them in the process stack. Finally they are stacked in the output stack. From here the machine will evenly divide the output between the outgoing conveyor belts.

Now I "just" need to figure out a clever way to handle recipes for processsing. Like "the recipe for iron plates is 2 coal and 4 pig iron, process time 4 and handled in this type of machine".

I haven't really been able to find any pseudo code samples for something like this, so if anyone has some pointers, I'd be gratefull. Otherwise i'll just try something, fail, rewrite, fail, rewrite.... That usually works eventually.  Durr...?
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