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Showing content with the highest reputation on 05/03/2014 in all areas

  1. Fush

    Sonic Stinger Redux

    Hey guys, new model. I did this for a competition over at /r/lego, wherein one had to reimagine an existing set. I of course went with my all-time favorite, the Insectoids' Sonic Stinger Wish me luck in the competition :D
    6 points
  2. Ac_K

    TT Games Explorer

    Hi, I updated my first post, the first BETA version is release, I hope you like it!
    5 points
  3. McJobless

    My Gaming History - Part 1 - The Prophetic PS1

    This is something I've wanted to do for a long while, but I horrible at concentration. I can't really vouch for the validity of the order I finished these games in or bought them in, but that's not really the point. The point is the lessons I've learned because of what I have learned. As such, it's very likely there's going to be a LOT of games I won't list, because of shoddy memory, or because they just weren't important enough. Also, I had to remove images for most of the cases. Apparently list urls don't like them. We don't ever stop developing. That's at least one thing that separates us from animals. We continue to grow right until we grow out of our bodies. Ignoring the quasi-religious joke, it's been some of recent for me to look back at my "gaming heritage". I find it kind of fascinating to see where I've come from. How far I've come. How much further I've got left to go. I feel it's pretty prevalent to understanding who I am and why I am. Naturally, it also serves as a nostalgia shock for me PlayStation One - The Childish Era I was born, according to your own definition, in the early to mid Nineties. The exact same year as the PlayStation One, as it turns out. I feel it kind of fitting we were both brought into the world at the same time. I'd like to think we'd both have the same level of impact on gaming in some way or another. That's wishful thinking for my future, though. Kids love to interact and play. That's how they learn, through experimentation. I couldn't necessarily "play" the games, but I certainly f****ed around with them. I didn't see pixels, polygons, hearts, lives, rules, boundaries or anything like that...as far as I know, even though I couldn't put it into words, I saw this natural extension of myself. This grey box which made loud noises allowed me to do things I could only dream of... The Initial Games My first few games were either demos, racing games or Ape Escape, which I'm inclined to believe came with the console. My Dad loved the racing games, as per his enjoyment of motorsport. Specifically, the first few games I remember were: V-Rally - 98 Championship Edition Star Wars: Episode One: The Phantom Menace Destruction Derby Ape Escape Gran Turismo Formula 1 - 98 Edition Note that of those games, only Ape Escape and V-Rally were full copies. Although I eventually acquired full copies of everything else (except Destruction Derby), I was mostly stuck with demos. I have a feeling that my need for having the "full game" (why I was willing to fork out $220 on a game we'll discuss later) spawned from this. It's important to note that V-Rally's controls are quite frustrating, and it's no better with most other PS1 games. They're not awful, but at times they can be ridiculously precise, or too restrained and you get characters/cars that move on 35 degree angles. I think that's had a rather negative effect on the way I play today, as I'm always under and over-correcting everything. If I had to blame any game that was most guilty of this, it's V-Rally, which was also one I probably spent the most time on. Thanks, Rally game I never actually won a race in... Like a Library for cool things... You guys know Blockbuster? Let's not dwell too hard on what's happened to it, but rather focus on what it was; a video rental store. Kind of like a library for cool things. Well, I dunno if you guys had it, but Australia had a direct competitor called "Video-Ezy", and my Mum got herself a membership there. As it turns out, they allowed rentals for video games. I could never afford games. I didn't get pocket-money like all the other kids. It was irrelevant anyway, since, up until this point, I didn't know any other games existed (I didn't even know there were other consoles). This place, however, provided me with a new opportunity. I could finally try out some games anytime my Mum wanted to watch a new (old) movie. The end result? I got to try out some of these titles (and later, I purchased some of these games for myself): Rugrats: Search for Reptar Rugrats: Studio Tour Harry Potter and the Philosopher's Stone *insert some generic racing game either made or published by psygnosis here* Aside from the racing games already in my collection, these games, which I only had a single week to beat, have instilled in me possibly the most poisonous and hated attribute I have today. Speed. I don't know if I've slowly developed ADD or if I'm just less focused that I should be, but I can't sit straight anymore, and it's most apparent when I play video games. I was doing a playtest for somebody's game, and my teacher noted how, in comparison to other players, I just frequently blitzed through everything until I died, respawned and then attempted to do everything again with the same speed. Even though the game called for a slower, more strategical outlook, I had to rush through. It's a f****ing miracle I can play RPGs at all. The Most Important Game I Ever Played What were you expecting? Pokemon? An RPG? Halo? I'm sure you've all experienced some kind of story, where something/somoneone is credited as the non-literal father of something/someone else. This is where I came from. This is my progenitor. This was the first video game I ever remember getting for a birthday. It would have been about 6PM, sitting in the kitchen, right in front of my cake. A 6yo me tore open the wrapping and was utterly amazed. I was pretty interested in bikes at the time, but more importantly, I actually got a video game as a present. I remember the game being easy, but fun. I spent weeks practicing, and I think it's the first game I remember actually feeling as though I was getting "better" at it. I can still remember those times when I finally nailed the stunt jumps and won my first bike race...good times. But for me, there's something more important. Up until that point, I had never ever considered *creating* games. I had just seen these amazing worlds, and been so awe-struck, I never imagined how they came into being. That's when I discovered the level creator. It was limited. Annoying camera. My designs were basic and horrid. But I f****ING LOVED IT. All those years of practice with LEGO finally paid off. I got my first taste of being a creator. I don't think I recognised it back then, but the seeds for the future had been planted.
    3 points
  4. Oboe Shoes

    LEGO Racers 1

    I like LR1 much more than LR2. I know LR2 wasn't made by HVS, which is most of the reason it has a different feel to it, but overall it feels much less polished, and I don't really like the driving physics in LR2, they always felt rather sluggish and awkward. That, and I really loved how LR1 featured so many of the current themes at the time, and was rather disappointed LR2 only focused on a few. While it was kinda neat, I really don't care for the overworld freeroam gimmick that much, as it really limited the themes, and the tracks were just different paths around each hub world, while LR1 was set up more like a standard Mario Kart or other racer and allowed for the tracks to be more-or-less unrelated. As said, LR1 obviously has some gameplay flaws, and rather low difficulty, as the only things that generally come close to being challenging are a few of the Time Trials, and Rocket Racer Run can still be a bit of a crapshoot, but I still think it's a really good game, even without nostalgia goggles. The car creation is much better than LR2, and honestly works very well considering the game's age. (Also, Rocket Racer's LR2 redesign is terrible. There, I said it.)
    3 points
  5. lol username

    Ctrl + V

    3 points
  6. aidenpons

    LEGO Racers 1

    RACRES IN SPEES: Teh retun of Rokit Raser
    2 points
  7. Fluffy Cupcake

    All About WRLs [Everything you see and do in the Worlds!] (Warning, Large Post)

    Hi! Just thought I'd make a dump on my discovery with WRLs so far. They are located in \GAME DATA\SAVED WORLDS\ Index: (N/A Means I haven't looked at that section yet) Starting Position Static Object & Golden Brick Mobile Object, Bonus Pickup & Vortex Award Display Boulder Spitter Map Marker Ambient Lighting Point Light Directional Light (N/A atm) Model And Spot Light Checkpoints Checkpoint Supervisor The Pits Weapon Pickup AI Quad AI Section AI Supervisor (N/A atm) Camera Cinematic Camera Cinematic Target (N/A atm) Spinner Spline Spline Linker Spline Skeleton (N/A atm) Skeleton (N/A atm) Land Patch LEGO Terrain Surface Manager (N/A atm) Water Sheet Foyer Hot Spot Sea Water Course (N/A atm) Waterfall (N/A atm) Steam Point Kill Boxes Kill Sphere Sky Box Clouds (N/A atm) FlareCircle (N/A atm) Sun Flare (N/A atm) World Rain World Snow LEGO Stomper Mech Firework Layer Manager (N/A atm) World Properties Reverb Gateway (N/A atm) Reverb Area (N/A atm) Reverb Init (N/A atm) Sound (Very Incomplete) Minifig Script Trigger Wheel (N/A atm) Thruster Mobile (N/A atm) Layer List Rotation Reference: R1 = Forward Backwards Tilt R2 = ??? R3 = Side to side tilt R4 = ??? https://en.wikipedia.org/wiki/Quaternion Starting Positions (cRaceStartPos/cFoyerStartPos): Description: The starting position of a vehicle, weather it be in a race, exploration, battle, or bonus. The following list goes in chronological order of how they appear in the file. 78 Bytes in Length These are offsets from the beginning of the section, header included. Position: Px = 58-5B Py = 5C-5F Pz = 60-63 Rotation: R1 = 64-67 R2 = 68-6B R3 = 6C-6F R4 = 70-73 Static Objects (cGeneralStatic & cGoldenBrick): Descriptions: Static: The majority of objects in the world that don't move when touched. Golden Brick: The bricks that help you proceed though adventure mode. These are the ones that are not collected by winning races. 100 bytes long. Layer = 24-27 Label = 28-3F Binding = 40-57 Px = 58-5B Py = 5C-5F Pz = 60-63 R1: = 64-67 R2: = 68-6B R3: = 6C-6F R4: = 70-73 Collision Type (sound) = 7C-7F Model Directory = 80-FF Mobile Objects (cGeneralMobile/cBonusPickup/cBonusVortex): Descriptions: Mobile: The majority of objects in the world that move when touched; Bonus Pickup: The pickups that are in the bonus game. Bonus Vortex: What you touch in adventure mode to enter a bonus game. Mobile Objects: 114 bytes long. Layer = 24-27 Label = 28-3F Binding = 40-57 X = 58-5B Y = 5C-5f Z = 60-63 R1 = 64-67 R2 = 68-6B R3 = 6C-6F R4 = 70-73 Collision Type (sound) = 7C-7F 82-83: Setting this to anything higher than 00 4A will make the player unable to push the object. Model Directory = 90 Difficulty [Vortex Only] = 100-103 Award Display (cAwardDisplay): Descriptions: Basically a static object, but with two models. One model or the other gets shown based on win/lose conditions. 183 bytes long. Layer = 24-27 Label = 28-3F Binding = 40-57 Px = 58-5B Py = 5C-5F Pz = 60-63 R1: = 64-67 R2: = 68-6B R3: = 6C-6F R4: = 70-73 Collision Type (sound) = 7C-7F Model Directory (Goal Incomplete) = 80-FF Model Directory (Goal Completed) = 100-183 Fireworks (cFireWork): Description: Basically a simplified version of static objects. All fireworks coordinates seem to play follow the leader to the last firework entry that appears in the WRL. 63 bytes long Layer = 24-27 Label = 28-3F Binding = 40-57 Px = 58-5B Py = 5C-5F Pz = 60-63 64-67 = ??? Boulder Spitter (cBoulderSpitter) Descriptions: It spits out boulders. You know, like the craters on Mars or the Volcano area on Dino Island. 84 Bytes in length XYZ = 68-73 Rotation = 64-83 Launch Power: 78-7B ?: 7C-7F Frequency: = 80-83 Map Marker (cMapMarker): 6C Bytes in length Layer: 24-27 XYZ...?: 58-63 Ambient Lighting (cAmbientLight): 5C Bytes in length 58-5A = RGB Values (Last remaining following offset, #5B, is unknown, possibly alpha) Point Light (cPointLight) Length = A0 XYZ: 88-93 RGBS#1: 58-67 RGBS#2: 68-77 RGBS#3: 78-87 (S = Strength, defaults are 3E and 3F) Dirrectional Light (cDirectionalLight) Length = 94 RGB?#1: 64-73 RGB?#2: 74-83 RGB?#3: 84-93 Model And Spot Light (cModelAndSpotLight) (Found on Xalax, those lights at the top of the area) Length = 13C Light XYZ: 68-73 Light Rotation: 74-83 Model Location: 88-93 Model Rotation: 94-A3 Model Path: BC-? Checkpoints (cCheckPoint): 1C0 bytes long Layer: 24-27 Label = 28-3F [Posts] Visual Position: X = 58-5B Y = 5C-61 Z = 60-63 Visual Rotation: 64-73 Model Directory: 80-99 (unsure about 99) (there are different types!) ID: 100 4 bytes (offset) after the ID comes the 'next' checkpoint setting. This determines what checkpoint comes after that one. 4 bytes after this are alternate 'next' checkpoints, there can be up to three. ???: 114-117 Pass-Thru(?): Bottom Left Corner: X: 12C-12F Y: 130-133 Z: 134-137 Top Left Corner: X: 138-13B Y: 13C-13F Z: 140-143 Top Right Corner: X: 144-147 Y: 148-14B Z: 14C-14F Bottom Right Corner: X: 150-153 Y: 154-157 Z: 158-15B ???: 15C-1A3 ??? (This part is vital nevertheless): 1A4-1A7 ??? 1A8-1AF Arrow (yes, you can be a little bugger and missguide the player. ): X = 1B0-1B3 Y = 1B4-1B7 Z = 1B8-1BB Checkpoint Supervisor (cCheckPointSupervisor): 11F bytes long Layer: 24-27 Starting Lights Glow Appearance: 58 (at which checkpoint does it appear) The Pits (cThePits) Length is 104 Layer: 24-27 XYZ: 58-63 Rotation: 64-73 Directory: 80-FF Weapon Pickup (cWeaponPickup) Length is 104 Layer: 24-27 XYZ: 58-63 Rotation: 64-73 Directory: 80-FF AI Supervisor (cAISupervisor): FC in length AI Quad (cAIQuad): BC in length Layer: 24-27 Label: 28-3F Track Supervisor: 40-57 Bottom Left Corner: X: 58-5B Y: 5C-5F Z: 60-63 Top Left Corner: X: 64-67 Y: 68-6B Z: 6C-6F Top Right Corner: X: 70-73 Y: 74-77 Z: 78-7B Bottom Right Corner: X: 7C-7F Y: 80-83 Z: 84-87 Center: X: 88-8B Y: 8C-8F Z: 90-93 Next quad?: 94-97 Alternate Next Quad?: 98-9B AI Section (cAISection): 1C4 in length Layer: 24-27 Label: 28-3F Track Supervisor: 40-57 Next Section?: 58-5B Alternate Next Section?: 5C-5F ???: 7C-7F ???: A0-A3 Point 1 Coordinate: A4-AF Point 1 Unknowns: B0-C7 The last x is repeated 7 more times (each section being 24 bytes long). Here is a guideline anyway. Point 2: C8-EB Point 3: EC-10F Point 4: 110-133 Point 5: 134-157 Point 6: 158-17B Point 7: 17C-19F Point 8: 1A0-1C3 Camera (cCamera): 8C Bytes long Untested:(when jumping to these positions they seemed logical) XYZ Location: 70-7B Rotations: 7C-8B Cinematic Camera (cCinematicCamera): 78 Bytes long Layer: 24-27 XYZ Location: 58-63 Rotations: 64-73 Spinner (cSpinner): 7F Bytes long Label: 40-? Layer: 24-27 Spin Speed: 64-67 Splines (cSpline): X Bytes Long (Dependant on number of points) Layer: 24-27 Label = 28-3F Binding = 40-57 58-5B = ? Ammount of Points: 5C-5F 60-63 = ? 64-67 = ? For the remainder of the class it is just points. For every point this is the structure breakdown: XYZ: 0-B Rotations: C-1B ???: 1C-1F Spline Linker (cSplineLinker): Layer: 24-27 Label: 28-3F Names are what is being linked together Spline Name: 40-57 Spline Name 2(?): 58-6F Object Name: 70-87 ???: 88-8B ???: 8C-8F ???: 90-A7 Land Patches (cPatch) (Use: Land patches, like the ice on Arctic for example) XYZ: 58-63 Rotations: 64-73 (see static objects for more details on XYZ and Rotations) Terrain (cLegoTerrain) Description: It's the terrain you drive on! Length: 187 Layer: 24-27 Label: 28-3F Px: 58-5B Py: 5C-5F Pz: 60-63 R1: 64-67 R2: 68-6B R3: 6C-6F R4: 70-73 Terrain Directory = 80-FF ???: 100-103 X Scale: 104-107 Y Scale: 108-10B Z Scale: 10C-10F Note: Changing scale seems to affect the world's edge boundaries ??? (Seems to crash when changed): 110-113 & 114-117 Textures X Scale: 120-123 Textures Y Scale: 124-127 ??? (Usually alawys FF FF FF FF): 130-133 Some Kind Of Listing....?: 14C-??? Foyer Hot Spot (cFoyerHotSpot) XYZ = 58-63 Spot #: 68-6B Water Sheet (cWaterSheet) 1F8 long Layer: 24-27 Texture Directory: 58-80 Reflection Texture Directory: -157 (leave blank if no reflection) Location X: 158-15B Location Y: 15C-15F Location Z: 160-163 Rotation 1: 164-167 Rotation 2: 168-16B Rotation 3: 16C-16F Rotation 4: 170-173 The Sea (cSea) Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Height: 170-173 Rise & Lower Magnitude: 174-177 Fade Out Distance: 178-17B RGBS Tint: 17C-17F (used for things like evening on Sandy Bay for example, S = Strength) Material: 70-? (can either be a .mip, although you refer to it as .tga or .ifl which is a text file with a list of textures (aka animated)) Steam (cSteamPoint) Layer: 24-27 (untested, but most likely) Location: 58-6C Rotation: 64-73 (untested, but most likely) Colour: 74-77 (I believe there might be more to this section, but there will be a lot of trialing to do) Kill Box (cKillBox) 6F in length Layer = 24-27 Label = 28-3F Binding(?) = 40-57 Location: 58-63 ???: 64-67 Box Size: 68-6B ???: 6C-6F Kill Sphere (cKillSphere) 67 in length Layer = 24-27 Label = 28-3F Binding(?) = 40-57 Location: 58-63 Sphere Size: 64-67 Sky Boxes (cSkyBox) Length: 90 Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Model Directory: 58-?(D7?) World Rain (cWorldRain) Length: 5C Layer: 24-27 World Snow (cWorldSnow) Length: 60 Layer: 24-27 World Properties (cWorldProperties) Length: 5C Gravity: 5A-5B (Default: -19 float) Sounds (cSound) Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Object of attachement: 58-6F(?) (see label under objects) Sound Path: 88-? Fade In: 13C-13F The point between the outter rim (max distance) and 100% volume. http://i952.photobucket.com/albums/ae10/Segatendo/LR2/OMBGcSoundFADEIN_zpsvzhsz2to.png Maximum Audible Distance: 140-143 Minifig (cMiniFig) Length: 78 Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Minifigure: 58 (range: 00-36) Location of minifig: 5C-67 Rotation of minifig: 68-77 Script Trigger (cScriptTrigger) Length: 16C Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Location of trigger: 58-63 Triggerable Distance: 64-67 Directory of 1st script: 68-E7 Directory of 2nd script: E8-167 ???: 168-16B O.T. Perhaps this info could be a start to someone making a tool?
    1 point
  8. McJobless

    RRU RPG GDD

    That's a lot of acronyms... So, basically, for my portfolio, I want to show off my writing skills. Since I'm quite obsessed with KotORII at the moment, I thought I might consider doing a concept document for an overhaul mod. I've decided my target is RRU. Whether or not the result becomes public, or even a real mod, is skeptical at this stage. The important thing is that there's a lot of interesting backstory and characters to draw from here. Before I start writing anything though, I figure I need to know a little more about my characters. So, if you please, I'd appreciate some votes as to what you'd like to be in this "mod". I figure that the mods would probably be like the Jedi Council, but less stubborn and with better sideburns, and that I'm going to be one badass sith mofo. We'll see what happens though. Remember, this is an RPG, so there's a lot of possibility about what *might* happen in the story. EDIT: Just to clarify, Neutral means you use the force, but you're not sided with Jedi or Sith. Civilian means you have no force power, so you'd probably be something like a merc, a solider, a smugger or something to that effect.
    1 point
  9. McJobless

    RRU RPG GDD

    "Game Design Document"
    1 point
  10. aidenpons

    The Five-Word Story Game!

    promptly then hit the snakes. [End of sentence] O.T. CHALLENGE ACCEPTED
    1 point
  11. Cyrem

    The Five-Word Story Game!

    a few ice-creams that hated.... O.T. Who's going to compile these 50 pages into something readable? lol.
    1 point
  12. TheDoctor

    Anyone play Space Engineers?

    This is an early access game. The basic framework is done and they have weekly content updates every Thursday. Unless you intend on recreating some famous ship from Star Wars or literally any space movie, there's not a whole lot to do yet. You can choose to start with the easy scenario, or with basically nothing. Really you need a goal and friends to play with. MSSSSM, Acmex and I played it for a bit and got bored fairly quickly. Half the weapons are non-functional, and the game runs horribly when you start having any appreciable amount of blocks in the world. There's simply a lack of content, so unless you want to create the LMS Explorer or do some silly faction wars thing, there's not much else to do.
    1 point
  13. Seaborgium

    Seaborgium's Mobile Dilemma.

    I'm sorry if angered people. I will try to make less hasty, better thought out comments in the future.
    1 point
  14. Fluffy Cupcake

    LEGO Racers 1

    That is one thing I really love about LR more than LR2, the diversity of tracks, and the amount of themes. The only real issue I have with LR2s physics is the random rare (though common for others) 180° turn. Though I do agree the phys in LR handled more nicely. For the main gameplay LR was less on the easy side than LR2 is, LR2 has almost nothing for a challenge in the main line of gameplay. Powerups... for LR2 I never felt much satisfied with the weapons, except the slizer disc, at least with that I could snipe people from a distance. One thing that always annoyed me was getting the Nemesis or Thunderball weapon in second place on a two player only race. It is absolutely useless then. Stealth weapon, only really useful for dodging bloodhounds, and I always found the wait for the weapon to expire a bit too long for my taste. The corkscrew would be okay if it went slightly faster. You have to be near a group of racers to do any good damage with it. At least with LR you could pick your weapon, and choose to upgrade it if you wish to, as well as use multiple at once if you happen to use it near another weapon spot. Not being forced to use some unwanted crap weapon and wait for it to finish whatever action it does before you can grab another. Someone (or a group) needs to get out there and make a LR fangame and take the best of both games, then everyone will be happy! Yeah, I know, in my dreams. Much easier said than done. But I really think that would be awesome.
    1 point
  15. Seaborgium

    Bad Translations

    We take from Johny Cashes "Folsom Prison Blues" and get after 35 translations. About ninth translation we get this *cough* gem, that somehow manages to be more disturbing than shooting a man just to watch him die. So not only is he shooting the guy, he is somehow watching him die of a cocaine OD at the same time. Wow. BadTranslator, you are seriously messed up.
    1 point
  16. Quisoves Potoo

    Bad Translations

    Now you're pontificating! So, let's see what happens when we feed Bad Translator Some T.S. Eliot: "This is how the world ends. This is how the world ends. This is how the world ends. Not with a bang, but with a whimper." Which Gives us: "But by the end of the world, but at the end of the world. No answer, yet at the end of the world, but it's not annoying." OK, not the wackiest of translations. Let's try giving it something a little less sophisticated: "The friendly cow all red and white, I love with all my heart: She gives me cream with all her might, to eat with apple-tart." We get: "In the Red or white color and good arguments. My love, my heart is strong and has apologised." Is that better?
    1 point
  17. Ayliffe

    Ctrl + V

    http://incompetech.com/
    1 point
  18. Cyrem

    Seaborgium's Mobile Dilemma.

    The mobile market is a pool of dead fish. You either create a one hit wonder or you get no-where special. What else has King made that is noteworthy? Nothing. What has Rovio come out with better than Angry Birds? Nothing. What was special about Flappy Bird? Nothing. Do DotGears have any other popular games? No. Has HalfBrick created a more popular game than Fruit Ninja? No You can hire a bunch of low-cost overseas developers to make anything you want for cheap... have a gaze at freelancer sites and you'll heaps of "make me a copy of x game". Countless games (& crud) for mobiles come out everyday, further diluting the market to the point that the value of games is also diluted. General consumers look at the price of a console game and compare them to the price of mobile game (I worked in a store for 7 years selling games, consoles & phones, the change of view over time was apparent.) and most of the time, they will choose the cheap option ESPECIALLY if it is for their children. There is almost no game loyalty on mobile markets, people will play(consume) then replace it with another game, this is also a side affect of valueless games... people don't care because it cost them next to nothing. 10 years ago before the mobile markets were anything, people bought games costing $80 - $120, people played fewer games, however played them longer and there was no pressure to complete it quickly because you have a game backlog or you wanted to get the "achievements". This doesn't just effect games, we only notice it because that's the industry we're paying attention to. The same effects can be found in most industries, we live in a "throw-away society" now. Prepare to see over-night game companies popup and burn in the years to come.
    1 point
  19. aidenpons

    Seaborgium's Mobile Dilemma.

    I just had to point that out.
    1 point
  20. Fush

    Shale Monster

    HAVE I MENTIONED HOW MUCH I LOVE MIXELS RECENTLY? YES? WELL TOO BAD. The cragsters reminded me of rock monsters... so I built a rock monster out of them ^_^ It's similar in scale to the old single-piece monsters, maybe a bit larger, and it is fully articulate ^_^ I actually built this months ago and never bothered to post it. But now I have!
    1 point
  21. Tauka Usanake

    Minecraft Movie

    So I honestly can't be the first one, let alone the only one, to just learn of this that happened about two months ago. The title says enough: Mojang is coming out with a Minecraft movie. After the success that was The LEGO Movie, headed by Warner Bros. and produced/co produced by Roy Lee, it only seemed logical that Minecraft, an equally amazing and blocky product, should get the same treatment. WB approached Mojang to acquire the rights to make the movie and got Roy Lee from The LEGO Movie to produce it. They also got a Jill Messick from movies Mean Girls and Mean Moms to help out in production (and that can only be INTERESTING). Add to that, it's planned to be a live-action film (MOAR INTERESTING). It's already been acknowledged by Notch on his Twitter feed that they are working on it. As traditional of him he wanted to be the first one to release the news. Other than that, I haven't seen much else come out of it save for those first days. As said, this is old news and I just learned of it, but I didn't see anything on RRU that made mention to it (I did a search at least). If anyone else has any information on this it would be nice to share it around. Otherwise it would be nice to hear what everyone thinks about it. My two cents: Sources: http://www.cnet.com/news/minecraft-movie-in-the-works-at-warner-bros/ http://www.deadline.com/2014/02/minecraft-movie-warner-bros-lego-movie-producer/
    1 point
  22. mumboking

    LI2 BOD/BOB Extractor v1.0

    This is correct. If you leave LI2 running while you change some textures, when you go back to the game you'll see those new textures.
    1 point
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