Hacks removed! :) Sorry for the long delay!
We are working on fixing this. Sorry for it. Next release will definitely solve this issue.
This has been done! :) Sorry for the long delay!
We use ELO for scoring. This means that if you are near the same rank as the robot you are fighting you'll get many points, whereas if you are much higher than someone, you'll get almost no points.
Do you mind suggesting what can we do to improve our docs?
You can read the docs...
Do you guys still feel this is needed? Even with the new elo rating system? I don't feel like my bot should be fighting randoms all the time.
As we are about to change the ranking to the ELO Rating system, auto-fighting will be a LOT less needed. Those of you who still want this feature can test it under http://beta.fightcodegame.com and report what you think?
We are aware that people are scripting their way up. This is one of the reasons we did a major rewrite on the whole website. It was bringing us down every 5 mins.
Now, I definitely agree with you that scripting your way to kill the #1 player 10000 times is not a lot of fun or an engaging experience for that matter. We do want it to be, though.
That's why we are working RIGHT NOW at changing the way players score points. I've studied the ELO algorithm as well as some others (Trueskill and others) and I think we can come up with a very rewarding way of ranking players.
We did toy with that idea. We were just a little worried that people would stop coming to the website.
It's not as simple as that, anyway. We would have to build both infrastructure for that as well as a consistent user interface (like who did my bot fight since my last visit and stuff like that).
So I'm not sure that's going to happen soon. We'll definitely consider it, though.
Do you guys still feel that we need to fix this? I think it’s pretty good right now for editing robots.
We've added two new robot archetypes to the editor. Hope that helps a little. When we can come up with a nice way of setting your own enemy code, we'll include it.
The other two are perfectly understandable and I'll try to implement them as soon as possible.
The first one is a little controverse because people would just keep trying to beat a specific opponent.
We might come up with a set of robots for you to choose from when fighting in the training area.
Will discuss with fightcode team.
Are you aware of any sound "packages" that are Creative Commons? (I haven't even googled, so this might be a silly question)
When we implemented collision we thought about that, but the wall robots are not that overpowered. I don't think it's a balance issue. It might add some dynamic to the game, but I'm not sure.
Will be done in one of the upcoming releases.
We are not using gists anymore, but we could definitely show your robot's versions since we do store them anyway.
The tagline will definitely be a part of the robot. We are planning for it to be automatically generated or custom tailored. Stay tuned!
hmmm... nice idea... easy to implement... we'll discuss it... At least a tagline seems a cool idea! :)
We’ll definitely include some way of having your robot be a draft before his first fight is valid. Thanks for the feedback!
That's a great idea, but I think we'll implement it in a more automatic manner.
Until your robot fights someone for the first time it is not "ready" to be included in the fighting lists. Then, after you create your first fight, it should be ready automatically.
What do you think of this way of doing it?
Sorry for not having fixed this yet, but it will break many robots.
We are waiting for a more opportune moment to fix it.
You are absolutely right. We'll fix it as soon as possible and document the new methods.
We'll probably leave the old ones as aliases for the new methods, since removing them would break a lot of robots.
We need to discuss this further before saying yes or no.
It's a little cliché but I really like to think it's our game. All the devs in fightcode actually love the game and have active robots.
I'll definitely discuss with them what you are asking for.
I think what we wanted is for the clone to be an exercise in control and not just two robots issuing the same commands (go and kill that robot). What I mean is that they should scan for other robots independently, like they could not communicate.
We might change that. I'll let you know. Thanks for bringing it up. We are all for improving the game engine.
Not at all. It's a pleasure to answer.
What I meant is that people are using flags inside the robot closure to communicate between the robots.
I can't divulge more details. That would be unfair... Sorry.
that won't work because the robot object we pass along each closure is a different one. It won't help you to store the reference. As I said people have done it using flags ;)
You can do that already. Many users have done it using flags. You just need to understand how to use a closure.
We are sorry for not having fixed it yet, but it will break many robots. That’s why we are waiting for a better opportunity to fix it.
Makes sense... We'll tackle that asap. Thanks for your report.
We’ll allow users to “full screen” both the code editor and the “replay” in the edit screen. Stay tuned!
Not really. Yep, in the editor we could change the width of the board ;) I'll add that to our backlog. Please bare with us since we have day jobs hehehe But we are trying our VERY best to implement everything we think is worth doing.
You mean when you are editing your robot, right?
Planned for the next release.
Makes sense. ;)
We just have so many robots that we hardly experience that.