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Showing content with the highest reputation on 05/21/2013 in all areas
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Wot I Fink: Games shouldn't be called "Games"?
BobaFett2 and 2 others reacted to Cirevam for a blog entry
I'm not bloody reading all of this without a proper abstract or thesis, but I skimmed a good deal of it. I think your definition for experience is basically "novella/movie/epic turned into a video game" compared to... well, everything else. The problem with video games is that it's an emerging art form so no one has any idea what to do with it. It doesn't matter if it's triangles shooting dots at floating junk or an interactive space opera where you bang blue aliens, it's still a video game at the core. But... you can say the same thing about most art forms. A children's story book might not compare to The Odyssey on some arbitrary scale of "is this an experience or a time waster" but at the core they are both books. Similarly, a portrait is different from a trompe l'oeil, which are both different from murals. They're all paintings, just on different scales with different techniques. So when Extreme is asking for a separation between time wasting games and "experiences" I think he's asking for those sorts of hard categories that I listed for other art forms. But we already do that in a way. You KNOW that a puzzle game is going to be radically different from an action/adventure game. You might already be thinking of two games: I thought of Tetris and the Zelda series. One is a classic time-waster, and the other is arguably an "experience." Sure, both contain puzzles but they present those puzzles in very different ways. I think I'll end this by refuting Extreme's comment that games carry no emotional attachment. Go sit on a couch with some of your friends and/or enemies and see if you aren't filled with the emotion of rage at the end of some Mario Party.3 points -
Whats behind that door in the cave
Lair and one other reacted to Cirevam for a topic
How? Captain Click tells you about it if you annoy him enough at the top of the Infocenter, and the Brickster chase makes you go right on the path to the cave. Unless... you've never played Lego Island before? :02 points -
Some concept models
Drill Master and one other reacted to Car CrazeXVI for a topic
The first two models are the best. Why can I not read any of your posts with out face palming...? These are concept models for a fan game.2 points -
Rock Raiders United Unofficial IRC Room
s0d3rb3rg and one other reacted to lol username for a topic
So inofficial is unofficial? Seriously though, "unofficial" is the preferred word, "inofficial" is an awkward variant that's only used very rarely for no real reason (I've never even seen it before), a quick Google search confirms it's pretty much depreciated - heck, even spell check doesn't recognize it here.2 points -
Rock Raiders United Unofficial IRC Room
Lair and one other reacted to McJobless for a topic
Did anyone else notice the title should say "Unofficial", not "Inofficial"?2 points -
Rock Raiders United Unofficial IRC Room
Lair and one other reacted to lol username for a topic
Nobody goes to the IRC chat room because everybody has been using the very active Skype group for years.2 points -
My Biggest Problem with Lego Racers
Mr. Eight-Three-One reacted to LimeKiller for a topic
I assume a lot of people don't like this either, and a few people can probably guess what I am about to say... Reused tracks. That phrase makes me shudder. This has always been my biggest problem with Lego Racers. Obviously the warp issue is pretty glaring as well (Fixed, thank God!) but ever since I was little I always wanted more tracks. And really, it's just lazy to flip your tracks and stick them in again. Even with the mirrors, there isn't a huge number of tracks anyway, but it doesn't help that most of them are reused. Now that we've rid the game of the oppressive dictator known as the green brick, I'm finding the game quite enjoyable. But me enjoying the game more makes this issue more annoying. It seems that in the direction we are going with modding, this will eventually be fixable, but for now, what are your thoughts?1 point -
Some concept models
STUDZ reacted to Wognif for a topic
Here are some buildings I'm making for my LEGO Island fan game project I mentioned a few days ago. Right now there are only 12 concept models made, but I'll soon have 21. I'm also working on the island's model right now. Here's a pic of what I got done of it so far:1 point -
Rock Raiders United Unofficial IRC Room
lol username reacted to Fifi La Fume for a topic
Well. Scrabble doesn't use dumb words.1 point -
Make non-drilling vehicles drillable?
aidenpons reacted to Cirevam for a topic
You need to add a null to the vehicle's stand and route animations (route at the bare minimum, stand might not need it), then define that null as a drilling null in the vehicle's AE file. You must also define drill times in the CFG and add a drilling activity to the AE, which you already did. I hope you have Lightwave or know how to edit LWS files with Notepad.1 point -
Tutorial: Changing car sound
RobExplorien reacted to Jack Bluebeard for a topic
Hey, I got it! It's recorded as SPUT.PCM and yes, I'm referring to the deceleration sound of the player's car and the engine of demo King Kahuka.1 point -
Whats behind that door in the cave
Lair reacted to Brickulator for a topic
If this isn't a madman with a box then I don't know what is...1 point -
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Some concept models
STUDZ reacted to lol username for a topic
Concept models are nice to look at and all, but I'd recommend actually focusing on making a game first. I've seen countless LEGO fan game projects go entirely down the tube because all of the people behind them focused on ideas and models without any solid work put into making something playable. Now, the models themselves... Eh, decent, but a bit plain looking, especially the second house which is incredibly boxy, even for LEGO. Toss in more details. The gas station design looks a little odd, I honestly haven't seen many gas stations like that (I actually can't remember seeing any, but I've seen so many of 'em while traveling that I'm sure I've seen something somewhat like it sometime ).1 point -
RRU Quotes 2008-2013
Alcom Isst reacted to Zephyria for a topic
[3:54:59 PM] McJobless: The Pants Enforcer, unofficial Miltia of RRU, is avaliable. [3:58:07 PM] Ronald Thomas Mullins III (Tauka Usanake): What do they do? [3:58:28 PM] McJobless: Kill everybody. [4:01:18 PM] Ronald Thomas Mullins III (Tauka Usanake): in any specific way? [4:02:40 PM] McJobless: We smoother you with pants. [7:25:05 PM] McJobless: Cirevam, I'm trying to debunk a broken ending mod. [7:25:15 PM] McJobless: Zeph is trying to make fun of the Xbox Not-Fun. [7:25:28 PM] McJobless: Antillies is watching Ramsey berate terrible kitchen owners. [7:25:40 PM] Cirevam: This has so much ginger, it's a Weasley [7:25:53 PM] McJobless: Alcom is probably building a life-sized replica of the Golden Gate Bridge. [7:25:58 PM] McJobless: jamesster is probably dead. [7:26:01 PM] McJobless: And Lair is on drugs. [7:26:42 PM] Cirevam: Extreme, I'm trying to not break my computer, which would set me back several months and several hundreds of dollars... again. [7:27:17 PM] Cirevam: I think that's more important than a terrible life-sized replica of Ramsey berating a dead Xbox1 point -
LEGO Island 2 Beta Video
PeabodySam reacted to emily for a topic
Interesting. The lighting and camera placement in Whack-A-Snake seem much better here than in the final game; you can actually make out the hieroglyphs behind Pepper, and the winged disk design above is fully visible. I wonder why that was changed? I can imagine there may have been difficulties differentiating between the top and bottom snake baskets. A few more things: - It is hard to tell without seeing up close, but it appears as if King Leo's Castle might be the more set-accurate version seen in the PS1 edition of the game, as opposed to the version with stone-like textures in the final PC version. I had previously thought that the set-like design had been an improvement that the developers threw into the PS1 version while they were working on it (much like the larger tents by the jousting area), but if I am seeing correctly than it was apparently the stonework that was thought to be an improvement, and the PS1 version was simply left out. Also, the hill beside the castle at 1:20 appears to have less trees than in the final game. - Pepper's visor in the centrifuge mini game bears more resemblance to a standard visor than the larger one in the final game. - The clam in the diving mini game opens and closes at a much faster pace.1 point -
Rock Raiders United Unofficial IRC Room
Fifi La Fume reacted to McJobless for a topic
Inofficial: "Not official; not having official sanction or authority; unofficial; not according to the forms or ceremony of official business; as, inofficial intelligence" Unofficial: "Not official; not official or formal" The word is not in my physical dictionary.1 point -
LEGO Awesomeness
Zed reacted to lol username for a topic
Interesting, I've seen that video but didn't know it was part of a series. Though, that reminds me... Here's some old commercials and stop-motion animations telling short stories and such:1 point -
LEGO Awesomeness
STUDZ reacted to Fush for a topic
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ This is the chief reason why there aren't more of these out there.1 point -
The truth about Papa
Lair reacted to le717 for a topic
Once day on LEGO Island, Nick Brick was out on his regular patrol. As he passed through the pizzeria, he remembered he had not eaten since the night before (and Nick gets very mean when he has not eaten). So, he ordered a pizza from Papa, took him for his word that it smelled really good, and sat down at the table to eat. Just as Nick was about to take his first bite, a giant mod suddenly came out from nowhere, making lots of noise, lots of "ARE YOU READY TO LE" and "SQWACK!" being shouted everywhere, Return and Enter dropping people, and Pollywanna eating Ol' Pup Dog. All this racket was driving Nick up a wall, since he cannot cope well when the Brickster is insulting him, much less all this. Meanwhile, Papa was in the kitchen making pizzas as fast as he could, thinking he might be able to calm down this crowd with food. He looked out the window, and saw Nick, terrified, clinging to the umbrella. Walking over, Papa begins to sing the Italian Opera It'll Be Alright to Nick. This threw Nick into even more chaos, and he ran away in terror. A few hours later, once everyone was gone, Papa glanced out the window at the table. There, attached to the umbrella, was Nick's arm. He had been holding onto the umbrella so tight that when he fled, his arm popped off rather them him letting go. As Papa looked upon this scene, he sighed and thought to himself "I never knew pizza could make Nick act that way."1 point -
LEGO Awesomeness
eagleeyedan reacted to lol username for a topic
http://icedune.deviantart.com/ This guy is the senior art director at the LEGO group, he has some awesome stuff on dA: http://lantlant.deviantart.com/gallery/ More cool LEGO 3D art:1 point -
LEGO Awesomeness
eagleeyedan reacted to Lair for a topic
http://www.brothers-brick.com/2011/06/19/ive-told-her-to-stop-but-she-wont-listen/1 point -
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A vist to LEGO Island's beach
Car CrazeXVI reacted to Cirevam for a topic
I can only take so much Lego Island Insanity before it's too much. That's why I don't post in every topic. This forum isn't as fast as others so give it at least a few days before wondering why no one is saying anything.1 point -
Tutorial: Changing car sound
FeebTube reacted to alan for a topic
I tried every of the 80 sounds in the GENERAL.SBK and now created a list of which sound is what: 80 Amount 321.pcm 3,2,1 sound or Kahuka's honk block.pcm sound when sth. hits the shields brake1.pcm brake of player brake2.pcm brake of player btmout.pcm hit sth. hard canhit.pcm hitting bullet e.g. in Race 2 of Basil's Circuit cansht.pcm launching bullet (not from player or opponent) cansus.pcm Basil Race flying bomber at end-sound cursehit.pcm curse while driving cursesus.pcm curse of mummy 'gate' engine.pcm player's engine enhan01.pcm collected 1 white brick enhan02.pcm collected 2 white bricks enhan03.pcm collected 3 white bricks form.pcm Respawn of power ups go.pcm GO!-Sound gpwdrdrp.pcm two vehicles scratching with their sides against each other (thanks to RobExplorien) gpwdrsus.pcm Yellow and 1 White: flying backwards grphit.pcm grapple Metal Hit grppull.pcm grapple pulling grprel.pcm another sound of grapple grpsht.pcm throw grapple grpsnap.pcm Metal grapple Fail grpsus.pcm another sound of grapple hitcar.pcm car hit sound hitenv.pcm ANother hit sound horn01.pcm Player 1 Honk horn02.pcm whistling honk (high-low) horn03.pcm Player 2 honk horn04.pcm Old Honk with Kinda Fail horn05.pcm Old working Honk horn06.pcm Redbeard's Honk idle.pcm player engine in idle position mdrop.pcm place 'Yellow with 2 White bricks' mmine.pcm 'Yellow with 2 w. bricks" tractor beam sound mtrap.pcm caught in tractor beam octact0.pcm Green (0 white) startup octact1.pcm Green (1 white) startup octact2.pcm Green (2 white) Startup octact3.pcm Green (3 white) Warp sound Startup octexp0.pcm green (0 white) extinguish octexp3.pcm Come out of Time Warp octsus0.pcm light rumble sound, Belongs to Green0 octsus1.pcm light rumble sound, Belongs to Green 1 White octsus2.pcm flying rumble sound, Belongs to Green 2 White octsus3.pcm belongs to TimeWarp, same as octsus2 oildrp.pcm drop Oil (yellow0) oilhit.pcm opponents slipping on oil oilsus.pcm oil bubbling power.pcm drive through time warp rockhit.pcm rocket (red, 3 white) hit rocksht.pcm Rocket launching rocksus.pcm (Rocket flying sound) Unknown to me shield1.pcm Blue 1 white shield sound skid.pcm Unknown Sound??? skrcar.pcm Dangling car sound (fast hits) skrenv.pcm Another Car hit sound slide1.pcm Powerslide start slide2.pcm Sliding sound soff.pcm Shield fade out spin.pcm Player on Oil or sth else spinning around sput.pcm Deceleration sound (thanks musiclover350) start.pcm Player engine startup tire1.pcm friction of wheels with surface, resulting in a screeching sound (thanks to RobExplorien) tire2.pcm friction of wheels with surface, resulting in a screeching sound (thanks to RobExplorien) turbo.pcm Sound when opponents drive into Time Warp and tire sound when starting any turbo wndexp.pcm wand going away wndhit.pcm wand hitting wndsus1.pcm Lightning active sound of wand wndsus2.pcm Lightning passive sound of wand block1.pcm sound2 when sth. hits the shields block2.pcm sound3 when sth. hits the shields enhbonus.pcm Exchange of power ups grphtenv.pcm grapple failing mrel.pcm tractor beam (yellow 2 white) fade out octexp2.pcm Some sound belonging to green with 2 white bricks shield0.pcm shield blue 0 white sound shield2.pcm shield blue 2 white sound shield3.pcm shield blue 3 white sound eengine.pcm opponent's engine sound One bad thing is that you can't change the sound of when you stop accelerating (so you put your hand away from Arrow up when driving). This sound seems to be hardcoded anywhere. Maybe anyone can find it? A cool thing with the engine.pcm is that you can insert any other sound there (it has then different pitches, depending on how fast you drive). A cool engine sound is shield2.pcm or shield1.pcm and as idle sound use shield0.pcm. The bad thing about that is the sound that is probably hardcoded and so you still hear the normal engine sound when stopping to accelerate (in german: 'den Wagen rollen lassen'). When you want to change some sounds, make sure they are placed there where you want to have them. For example you want to remove the player's honk and give him redbeard's honk. Then you write horn06.pcm where the player's honk is set (horn01.pcm). So you just change horn01 to horn06 and then you recompile, ...1 point
