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Legos in Space: The Movie: The Fanfic: The Animated Fan Movie
Yajmo and 2 others reacted to Prototyke for a topic
And to get everyone hyped about the upcoming film, here are some promotional desktop backgrounds for LISTMTFTAM. The Spess-port guy teh Astrod is gonna hit th earht - Sketch teh Astrod is gonna hit th earht - Chalkboard All images are 1280px by 800px. If your computer doesn't like that size, deal with it. Or edit the backgrounds. Or PM me and offer me money to fix it.3 points -
Heightmap Converter
alan and one other reacted to sheepandshepherd for a topic
Yep, that's exactly right. I'm storing the loaded map as a texture, and Unity's textures use the bottom left as the origin, so that's probably where the inconsistency starts. I noticed it too, but I wasn't sure what the issue was. Thanks for letting me know. I'll fix the 3D view in the next update, it was hastily written anyway. And I'll start storing the map as an array of ints instead of a texture -- dealing with the vertical flipping was messy. That should improve performance too (generating the mesh was always really slow, at least for me.) Edit: I switched over to an array for storing the map. The mesh now correctly uses the top-left corner as the height like in LRR, as well as generating the mesh about 10 times faster than before. I also now have the two triangles of each tile facing the way they would in LRR, based on heights of neighboring tiles, rather than all the same way (no more weird jagged edges in certain areas). Progress is good2 points -
Tutorial: Create Interesting Objectives
ShadowDraikana reacted to Cyrem for a topic
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 -
Legos in Space: The Movie: The Fanfic: The Animated Fan Movie
Quisoves Potoo reacted to LimeKiller for a topic
soo we where so toutched by jammstirs fanfic that we desided too make are own moviee base of the fanfic protike is makeing art work and i will do animasion. ITS GUNNA B AWESOEM GUYS CHECk IT OUT!!!!!!!1!! :D also le717 will be narator. srsly guys its will be cool.1 point -
Solidworks and Rock Raiders
Cyrem reacted to Agent Arrow for a topic
I think that people are pretty interested in my project, so I thought that I would share some of my progress as I work towards my ultimate goal. So far I've created the Chrome Crusher, the Tunnel Transport, the Power Station, the Support Station, and I am nearly done with the Super Teleport. I'd like to give a huge thanks to JimbobJeffers for creating the instructions that I've been using for the buildings and of course to everyone here for being so supportive of this long and arduous process. For the record, I am using Solidworks 2013 to create each individual brick and then putting those bricks together in assemblies. It started as an exercise to maintain software proficiency but turned into an opportunity to digitally recreate some of my favorite kits using components not offered in conventional Lego CAD software. As an intro, I thought that you'd all like a quick glimpse of my construction process. I've compiled this GIF as an idea of how I put these together. I'll update this again when I get further along. Edit: I'll have a large selection of additional images shared on my DeviantArt page.1 point -
Legos in Space: The Movie: The Fanfic: The Animated Fan Movie
le717 reacted to LimeKiller for a topic
I thought I'd post an update about this, considering it's been, well, a little while. Prototyke drew up most of the art for the project a while back, but we've both been away different weeks at different times, so nothing really happened for a while. However, stuff is finally happening again and I CAN ASURE U GUYZ ITS' STIL GONNA B AMAZING!!!!!!!!!!!!!11 point -
The Great Kanohi Project
Prototyke reacted to Jimbob for a topic
Excuse my lesser knowledge of the Bionicle universe, but something nostalgic lit up inside me when I saw Nuju's mask. Almost makes me want to buy some of the original Turaga and Toa again. Good job, yet again1 point -
Rock Raiders United Incorporated Research - Help Wanted!
STUDZ reacted to Cyrem for a topic
Since the penthouse is now CIrevam's, i'm installing a new level below addict's secret test lab. I think thats the lowest floor? yeah, i'll be there.1 point -
The Great Kanohi Project
Car CrazeXVI reacted to Prototyke for a topic
I will not have access to a computer or the internet next week, so unfortunately there will not be a new mask next Monday. Hopefully I will have made up for that with the influx today. (And I may make all of the recolors for the masks I have made so far before Monday and post them.) First off, I have completed the Kanohi for the Toa Mata with the Akaku. This is the first mask that is not symmetrical. That said, this mask took me a while to draw and may not be completely accurate. Also, I think the shading is correct, but it may not be bold enough. If you see anything wrong with this one please let me know. Next, since I have all six of the masks done, the golden Kanohi versions are also done. *Shiny* Also, I made an image with the six masks to display them and put it in the first post. As each set is completed, its respective image will be posted along with this one. The background it currently has will most likely be changed to something more Bionicle-y when I get around to making something for it. Maybe a grey embossed image of Mata Nui (the Island, not the great being).1 point -
Legos in Space: The Movie: The Fanfic: The Animated Fan Movie
Lair reacted to Cirevam for a topic
PIZZAS CAN BE USED TO RESTORE YOUR HEALTH. YOU HAVE MY SUPPORT. BE SURE TO LET US KNOW WHEN IT'S COMPLETE.1 point -
Legos in Space: The Movie: The Fanfic: The Animated Fan Movie
Lair reacted to lol username for a topic
Except they asked me first.1 point -
The Great Kanohi Project
Car CrazeXVI reacted to Lair for a topic
This topic is absolutely beautiful.1 point -
Lego City: Undercover
Lair reacted to McJobless for a topic
Because the developers got paid off by Nintendo, like Ubisoft by Sony, to make a console exclusive (or in Ubisoft's case, at least a game with console exclusive features), so that Nintendo could get more sales on their gimmick.1 point -
What Does Modifier For The Reward Screen Mean ?
Lair reacted to Alexpanter for a topic
Adding up all modifiers makes 91, which is not 100.1 point -
What You Don't Like About Rock Raiders
Lair reacted to Cirevam for a topic
There are too many "just collect crystals" missions in the original game. I would have liked to see more Don't Panic! styled levels since there's an actual threat there. Strip-mining 80,000 granite caverns is just boring. The same goes for exploration levels like Split Down the Middle to a lesser extent, but that still ended in crystal collection. At least the first half was interesting. Rock Raider, Tool Store, Teleport Pad, Power Station, Support Station, Small Transport Truck. Those are the only things that have any real purposes in the game. Water vehicles are useless because the Tunnel Scout and Tunnel Transport exist and you don't need an extra building for flying vehicles. Everything past a Support Station is useless unless it can train raiders, and then it becomes useless after the one time you use it to train all of your raiders, except maybe the Upgrade Station since it can make STTs better. The Hover Scout literally does nothing without player input, and when you do make it do something you'll find that it's no more than a Segway without wheels, which sounds cool on paper until you realize that it can't go over water, which makes NO SENSE. The drilling vehicles are unnecessary because dynamite exists. The Loader Dozer wastes time by running back and forth between random rubble piles and preventing a raider from drilling or being in an STT, unless you upgrade it and specifically mark rubble for clearing, which still wastes the player's time because the Loader Dozer is slower than a raider. It also takes the same time for both a raider and a Loader Dozer to clear rubble. Consider that next time you have four crystals to spend. The ending was unbelievably unsatisfying when you take the previous level into account. BtB was hard unless you knew what you were doing, and even if you did, you still ran the chance of failing miserably unless you moved your base halfway across the map (see my BtB videos). All you need to do in Rocky Horror is walk north with some dynamite, give laser beams to a few raiders, and wait. The monsters posed absolutely zero threat once you installed Electric Fences. If you kept expanding your fences as you mined the caverns, monsters would get zapped as they emerged. If you don't, then you can practically ignore them since they are so slow and barely bother your raiders unless they literally run into each other. STTs are fast enough to avoid monster attacks unless they're sitting still, and even then they'll bolt as soon as they get hit once. Plus, if the cavern is large enough, the monsters will go away after a while because their health is drained by the immense field of suck that is constantly being emitted around them. Now for slugs, those rare and misunderstood squishy bratwursts. It's ridiculous how the only reasons why slugs terrify players so much is because 1) they crawl under fences, 2) raiders were trained at the Imperial Stormtrooper Marksmanship Academy, and 3) the local population of slugs in BtB is directly proportional to how many crystals you have. Oh, and the only "good" method of deterring slugs is notorious for crashing the game, so there's that. Raiders are dumb as brick.1 point
