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Showing content with the highest reputation on 09/21/2013 in all areas

  1. Fifi La Fume

    LEGO Island Xtreme Stunts Modding Mishaps

    Emo Pepper? I don't think I can blame him when he is being followed by that thing 24/7. Reminds me of the LEGO Island 2 PS2 models, except with no face. This came from the woods behind Pepper's house... Another shot of this unamed creature living behind Pepper's home. Disfigured Bologna Roni? More fun with swapping Pepper's hat texture.
    3 points
  2. Lair

    PAL PS1 game released a year early?

    From youtube: Alexander Sorvino 9 months ago What year was this game released? TheLairOfRockwhales 9 months ago This PlayStation version was released in mid-late 2000. The Windows version came out in September 1999. OvenTrooper 1 day ago The PAL version of the PS1 game was released in 1999 along with the PC version. · in reply to TheLairOfRockwhales TheLairOfRockwhales 19 hours ago The PAL version was finished 4 months after the NTSC version, which came out in 2000, so I don't see how. OvenTrooper 8 hours ago Believe it or not, I got it for Christmas 1999. TheLairOfRockwhales 1 second ago I looked on my discs. The PAL one says 1999, the NTSC one says 2000. This changes everything. Wikipedia lists the release dates for the PS1 game as PlayStation NA August 17, 2000 PAL 2000 With PAL having an ambiguous date of release. But if the disc printing is right, this means it was released at least for Christmas of 1999, if not earlier. The problem is, we know the PAL game had four extra months of work put into it than the 6 months the NTSC/NA game got. This means...something screwy. Not sure what it really means or what there is to discuss. Just thought I'd say something about this. [1:41:24 PM] Lair: here's what I'm getting: *PS1 game was developed for a little while in 1999, based off of the PC game which was recognizable by at least April *Game was scrapped and a new arcade-style game was made in six months *Game was sent for publishing but the PAL area didn't like it *3-4 months extra work went into the PAL release *PAL game was released between October and December 25th of that year *NTSC GAME WAS RELEASED AUGUST 2000
    2 points
  3. STUDZ

    Oh Look, These Pieces Fell On Top Of Each Other...

    Well, I got bored and had access to my laptop, so I decided to do a little Digital Designing. I threw this one together with a bit of inspiration from the Spinners from Blade Runner. That, and the Vic Viper Ship designs that people sometimes do. This isn't a spacecraft, just a random, open-cockpit craft that looks a bit swooshy. I call it the "Runner". Enjoy! Like it? Hate it? suggestions? Requests? Please, let me know!
    2 points
  4. tmo7452

    Raiders Untitled

    So I see now that there is much going on with regards to a potential RR sequel. Despite that, I have my own project I started a few weeks ago that I'd like to show off. It looks terrible for now, but a lot of the foundation is there. First get the Visual Studio 2012 Redist (x86) then you can try it yourself. I wrote it from scrach in C++ using SDL2 and OpenGL 2.1, so while this build is only for Windows, it could easily be ported to other systems in the future. I plan to go into game programming and I learn best by diving in the deep end, so I started this project to learn C++ and have something to show potential employers. QWERTASDFG control the camera, Z and X will destroy two hardcoded walls (to show real-time collapsing and exploration), CVB will spawn objects under the cursor. Everything can be selected, raiders can be ordered to move to a location with a right click. I'm not insterested in hearing the many ways you can crash the program, but if any of the above features don't work for you, let me know. As for the map file, it's an ugly but effective text based format. Designed so I could make maps by hand and expand features without breaking old maps. The parser is extremely stingy and will complain about anything, but it should all be in the console. Use Notepad++ and watch your end of lines if you want to mess around. I'm going to need some help with the non-programming stuff later. I hope to be able to import the original RR resources (if you own the game) at some point, and could use input on other features as I add them. Right now though, if anyone does want to make a simple map editor/creator, I would appreciate it.
    1 point
  5. Cirevam

    PAL PS1 game released a year early?

    Both games have such odd differences between them that it's hard to tell which one came first if you don't know the history behind them, which jamesster just added as I was typing this. Here's a list of some obvious differences. [table] NTSC PAL No jetpack meter Jetpack meter Can squish creatures Creatures block vehicles Items respawn Items do not respawn Fewer levels More levels Can detonate dynamite on command Must wait for dynamite countdown Slide puzzles when loading Mission briefing when loading Not many slugs Too many slugs Six months of work Ten months of work Final level is in a rock biome Final level is in a lava biome [/table] Why did the PAL version remove some of the nice things that the NTSC version has? The world may never know.
    1 point
  6. lol username

    PAL PS1 game released a year early?

    *ahem* http://www.rockraidersunited.org/topic/4102-lego-interactive-producer-located/?p=85183 The NTSC version is the first version of the game that was made. The PAL version was revised, as Europe rejected the first version, but the US accepted it.
    1 point
  7. lol username

    LEGO Island Xtreme Stunts Modding Mishaps

    Well, so much for sleeping tonight.
    1 point
  8. Arthuriel

    "Improved" version of Jimbob's ugly warhammer soldier pic

    From the album: Other projects

    It's really ugly and stupid
    1 point
  9. lol username

    LEGO Magazines!

    It's not new, you haven't seen this before. It's not just his outfit that's lighter, it's the whole image.
    1 point
  10. BobaFett2

    BIONICLE 2: The Game [Developed by Guurahk Entertainment for SolisMagna.com]

    It's not legal to have some people using Pro and some people using free Unity. The scripting may be the same, but their terms require everyone to have it. Scripting = coding. The game requires a LOT of coding. Do animations in Blender. Also, the fact that something is a pro engine doesn't make it easily usable - Unity requires a lot of learning, and then there's all the code you have to know...
    1 point
  11. lol username

    BIONICLE 2: The Game [Developed by Guurahk Entertainment for SolisMagna.com]

    Oh, and you also still haven't said what sort of game you're making.
    1 point
  12. lol username

    BIONICLE 2: The Game [Developed by Guurahk Entertainment for SolisMagna.com]

    If you actually shelled out $1500 for pro, I really hope you know what you're doing with this... ... And this leaves me doubtful. Just how much experience do you have in these things...?
    1 point
  13. BobaFett2

    BIONICLE 2: The Game [Developed by Guurahk Entertainment for SolisMagna.com]

    In that case you can't get any more scripters who don't have pro...which means that you probably won't find any.
    1 point
  14. ProfessorBrickkeeper

    BIONICLE 2: The Game [Developed by Guurahk Entertainment for SolisMagna.com]

    You do know you are lacking an essential part of the design pipeline, Coders and Scripters...
    1 point
  15. BobaFett2

    BIONICLE 2: The Game [Developed by Guurahk Entertainment for SolisMagna.com]

    That's because he's been advertising this on BZPower for a while and he's mostly got people from there with this. Anyway, I'm a bit concerned that you didn't give any information on what sort of game this is, how you're creating it, what tools, what engine, etc. I've seen countless LEGO fan games that advertise like this until the person or people behind it realize they haven't actually been working on a game. From experience, I agree. Most people (myself included) in the LU fan game crowd have worked on a team that doesn't really do much.
    1 point
  16. BobaFett2

    BIONICLE 2: The Game [Developed by Guurahk Entertainment for SolisMagna.com]

    I recommend allowing multiple people to fill development roles. It makes development faster. Do you have any coders? How is this being made?
    1 point
  17. Wow, those roles were fulfilled quickly. I look forward to updates from you!
    1 point
  18. Jack Bluebeard

    A Red Limousine

    Guys, this is my latest creation completed. It's a red limousine with two spare wheels. And who owns it is none other than Lord Sam Sinister. Frontal view: Dioagonal view: Right view: Back view: Diagonal view: In the background you can see my other cars: that of King Kahuka with on board Captain Brickbeard. Johnny Thunder with his car, a my car (the green one), with on a Forestman. It could not miss the Captain Redbeard with his car in beta style.
    1 point
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