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Showing content with the highest reputation on 02/18/2013 in all areas

  1. McJobless

    Everybody, I need you help.

    As an aspiring game developer, I'm very interested in feedback. It allows me to make better games and work closer with my community. I made this survey, and it'd be great if I can get as many of you guys to complete it as possible. http://kwiksurveys.com/s.asp?sid=wfogqc0hqfs6wgf94429 Thanks. If you could share this survey around to as many websites as you can, that'd be great.
    2 points
  2. McJobless

    Legos in Space: THE GAME

    You'll also find it strangely mind-melting.
    2 points
  3. Lair

    The Brickster's Loose

    The last time I did it was when experimenting with V+A. The whole game corrupted and everyone on the island froze, and when I clicked on them they unfroze and the Brickster began walking around. As soon as I went to the jail and he appeared in it, however, I was unable to make him walk and any attempts at doing so led to him playing basketball with his head in the middle of the street. So I'm not sure EXACTLY how it happens, but I know you basically have to make him glitch up. Usually I just get baskethead. No idea about the helicopter. With the debug keys on, Numpad forward slash makes you fill the same character slot as the Infomaniac and be able to deconstruct things. Numpad asterisk swaps between the other five.
    2 points
  4. Antillies

    Everybody, I need you help.

    Fun survey. I wish there had been more "Other" tick boxes where you could enter a more personalized answer. There were a lot of times that I didn't agree with either option so I had to pick the one I most agreed with. Other than that, I thought it was pretty good. Please share the results when you're done collecting info.
    2 points
  5. Mr. Eight-Three-One

    LEGO Racers 2 AI

    The AI in LR1 always provided some decent challenge provided you didn't spam warps. The LR2 AI didn't, but to me, another much bigger flaw provided a challenge in frustration -- there's almost no room for error if you have no speed upgrades. One mistake and you're out of the race. The terrible traction certainly doesn't help this. Then, once you get speed upgrades, it's like the warp in LR1 all over again -- it's now impossible to stay behind. The AI could have provided more challenge, but yeah, it feels unfinished. I never liked the power-ups either; they were usually worthless and did nothig to help you get ahead or stay ahead, unlike LR1. It certainly doesn't help a lot of them require precision aiming (the disc, the missile), which I imagine is really difficult to get AI players to use properly.
    2 points
  6. Cyrem

    Tutorial: Create Interesting Objectives

    This isn't so much a scripting tutorial, but it contains ideas for coming up with objectives. The problem with the levels in Rock Raiders is how repetitive the levels are. All 25 levels require the collection of energy crystals. While collecting energy crystals is the point of the game, it doesn't have to be in every level ever created. NERPS, the level scripting language of LRR was built around what the game needed for the levels and tutorials, and so there is not a lot of opportunity to create entirely new ways to play the game. However, NERPS did not only allow for crystal collection goals. NERPS has a range of other functions, which, if used creatively can make levels more interesting than what they currently are. A number of functions can be combined to create different objectives. When coupled with messages and the original objective, you can probably almost have a little story within a level. Some functions which I have found that can be used more creatively are: Check if a building has been built Checking if a building has been upgraded Check the number of x building. Checking if a vehicle is selected Check if a Rock Raider is selected Check if a minifigure is in a vehicle Generating Slugs Check how many monsters are on a level Checking how many crystals have been stored, used or stolen Checking how much ore has been stored, used or stolen Check the oxygen level Check if a path has been built on a block Moving the Camera to blocks Showing Messages Locking the camera to an object Check if an object was found Check how many Rock Raiders are on a level Check how many studs you have Force pickup of a crystal or ore. NERPS also has the ability to keep time, to store variables and to generate numbers during a level. By combining all these together, you might be surprised at what you can achieve given these small amount of functions. I've made up some ideas below based on the list above. Single Rock Raider Levels Create a level, with one Rock Raider. Lock the Camera to the Rock Raider so that you can not move out of view. Add a check to make sure there is only 1 Rock Raider on the level. If there is any more, fail the level. Players can manually tell Rock Raiders to move and drill, if you need explosive ability, add in a Tool Store & Support Station. The Rock Raider can then be trained for explosives. Base Building By using the functions to get the number of powered buildings of each type, the level of that building and checking the number of Rock Raiders, you can make a level that requires the player to build a large base. On the other hand you could make it so the player must complete a level without building certain buildings, or even no building at all. Even building a path from one base to the other. Base Defense It's not tower defense, but the next closest thing. You can generate slugs and monsters. Create a level with some buildings, start with a lot of crystals and vehicles. Then unleash the monsters and require the player to use his Rock Raiders and Laser vehicles to defend them off. While you cannot get the number of electric fences, you can use the height map or clever use of water/lava to prevent building of them. You can set it up waves of monsters even, using timers. Maze Levels Without a map, you don't really know where caverns go, you can create a maze by locking the camera to the player and failing if any buildings are created. Make the walls solid and add a tutorial pointer to win the level when a Rock Raider passes over a tile. Co-Op Level Wait how is this possible? Well it's more like taking turns. Use messages to tell the which turn it is, then when it is another player's turn, moving the camera to the other player's area, or lock and unlock the camera to a Rock Raider if you are playing just using two RR's. How do you know if a player's turn is over, use a timer to time each turn. Time Attack You can use the oxygen meter as a timer bar. Or if you want check points, use the timer functions and get and set the timers as a Rock Raider passes over a tile, builds buildings or collects crystals. Use messages to indicate if they have much time left. Racing Create a level where a Rock Raider starts in a vehicle, use a tutorial block to check whether the player has driven over the start or finish line. Use messages for count downs and even combine this with Time Attack. Rescue While one LRR level contains this, you can base a level solely on this. You might make it so the player only has a certain amount of time before the oxygen runs out. Monster Party Possibly as a fun thing, the goal would be to cause a large number of monsters to emerge and have x amount of monsters on 1 level. You could do with tutorial blocks with running around rock raiders. Shooting Gallery Generate monsters, use a timer and get how many Rock Monsters you have killed using a laser vehicle. These are just some ideas. By combining random functions you can do far more than bore yourself just collecting crystals. I hope this encourages people to create more unique goals in their levels.
    1 point
  7. lol username

    The Brickster's Loose

    I know Lair has sent me screenshots of the Brickster roaming the island before, but I'm not sure it's ever been figured out how specifically it's triggered. There's also stuff about changing what character you're playing as via certain numpad keys (no need to go to the Information Center), and if I remember right it's even possible to play as the Infomaniac (where stuff then destructs when you click on it) - again, I've seen it happen, but I don't know the details of how it's triggered. Perhaps Lair could help out here, he's got a bit more knowledge on LI1 debug stuff and a character list.
    1 point
  8. McJobless

    Legos in Space: THE GAME

    There's an urban myth doing the rounds that if you play this game more than once, the Infoderpiac appears and Greenaredbrickyoustay's your computer.
    1 point
  9. STUDZ

    Everybody, I need you help.

    Done. I hope I helped.
    1 point
  10. Lair

    Everybody, I need you help.

    Finished it.
    1 point
  11. noghiri

    Everybody, I need you help.

    Done. The questions where it says, "Select none for none of the above" do not appear to have a "none" option.
    1 point
  12. Wabburio

    Everybody, I need you help.

    Done. Tis a good survey.
    1 point
  13. RobExplorien

    Everybody, I need you help.

    This survey covers a lot of aspects in games and their development, good job on that! I wasn't able to answer all questions, for I do not know all games listed in this survey, but I did finish it
    1 point
  14. Alcom Isst

    Everybody, I need you help.

    I'd like to point out that for question 28, I thought it was due to the fact that they were completely new, yet effective intellectual properties.
    1 point
  15. apemax

    Everybody, I need you help.

    Just done it. Compared to some surveys it's not that long.
    1 point
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