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ISLAND 2.0 - A Lego Island Inspired Music Album
Snig and 4 others reacted to Druaga for a topic
Hey guys, I haven't posted on this site before, so hopefully it's appropriate for me to post this here. https://druaga.bandc...album/island-20 The middle of last year, I released my album, ISLAND 2.0 on Bandcamp. It's free for anyone to download (just click "Buy Now" and enter $0 to download for free or just listen to it in your browser.) My original goal was to have every track have something to do with Lego Island in some way. This is the result of that endeavor. If you're a fan of trance, electro, synthpop, house or just electronic music in general, then this might interest you. Here is a list of the tracks with the parts of the game they were inspired by: 1. Intro - Uses the bassline from a short sound clip from Lego Loco (yeah that one), not exactly Lego Island, but it's only 30 seconds long and still somewhat Lego related. 2. Dial 'i' For Insanity - Infomaniac/Information Center music. 3. Closed For Remodeling - The Super 2 never re-opened, and we're not sure why. 4. Gnarly, Dude! - Snap Lockitt/Beach Music 5. The Best Park Ever - Lego Island's Park/Park Music. The park is so bland and uninteresting (save for the Legandos) So I made it into a crazy house track (possibly channeled from the minds of the Legandos themselves). 6. KEEP OFF THE GRASS! - You can't walk on the grass. Many share my frustration. 7. ARPANET - This track isn't really related to Lego Island, but still pretty cool. I could see it being inspired by the final helicopter music or something. 8. Hidden Machine - This track isn't really related to Lego Island either, but I could see it being a combination of the cave music and hospital themes. 9. World's Fastest ATV - Octan Gas Station Music/The ATV/Quad/Jeep/ Truck Vehicle or whatever it's called. This song specifically points to the vehicle driving all over the island by itself when you jump out at high speeds and the subsequent wonderment, mystery and, at times, even fear after witnessing such a spectacle. 10. PIZAZ - Need I say more? 11 . Terminal Velocity - This one is actually inspired by the Lego Island 2 skydiving levels. There was work being done on a hospital and police station track, but they never came to fruition. Remember, these aren't remixes or covers of tracks in the game, they are just songs that popped into my head when I thought back to the game. I actually didn't listen to any of the music from the game itself while making this. Hopefully some Lego Fans out there can enjoy what I did here and I hope that this isn't out of place for being my first post or for this site in general. Have a good one, guys!5 points -
Shadowblaze - Xalax
Ayliffe and 3 others reacted to Shadowblaze for a blog entry
Another music yays This one is Bounce, which is a subgenre of house. It's not repetitive, unlike a lot of other House tracks, but it has two different drops and much much more. https://www.youtube.com/watch?v=5ed4SaiVj8c Listen on SoundCloud: https://soundcloud.com/c24dubstep/c24-xalax4 points -
Garage Search = LEGO game I never knew I had
JrMasterModelBuilder and 3 others reacted to Brickulator for a topic
Alright, I found a disc with rock.avi on it. Here's some pics: Code on the disc is DM1G-GEN5 2298873. I can't remember which game I got this with because come on, this thing is 14 years old One of the big-box games though, I would have thought, given its different design to all the other later demo CDs I have. I'm uploading the ISO now but the upload speed here has pretty much completely disappeared since the last time I was home so that might have to wait... If anyone's interested, I found a few other demo CDs lying around which have the following codes: GEN-DEMO-02 IB2G-ISXDEMO (x3) All labelled 2001. I definitely have some others stashed away somewhere. Will investigate when I have more time. And also get this thing uploaded. Tomorrow, maybe. Adios. EDIT: Here's the ISO, as promised http://www.mediafire.com/download/fr2b8kb7r5elfu0/Legodemo.iso4 points -
LEGO business card
aidenpons and one other reacted to RobExplorien for a topic
I'm probably not the first you hear from about this, but I figured I mind as well post the dutch version of it here. It is just a small news article from Algemeen Dagblad (dutch newspaper), june 6th 2014: Translation:2 points -
Sandwich marketing: Be proactive
Lind Whisperer and one other reacted to le717 for a blog entry
Imagine if you will that someone has stolen your sandwich. How would you like to have prevented it? In the first scenario, Chief notices some suspicious behavior from a fellow Rock Raider and teleports you safely aboard the L.M.S Explorer and asks to watch out for this Rock Raider. The crime is suspected early on and never occurs. In the second scenario, you only become aware of the stolen sandwich several minutes later when you open your sandwich bag. You drop whatever you were doing and stubbornly insist on being fed a replacement sandwich. Most likely, you would prefer the pressent scenario over the second one. That's because in the preventive, Chief reacted proactively to prevent the crime. In the second, your response was reactive. This example highlights an important truth about Sandwich marketing: hungry Rock Raiders prefer a proactive marketing. Why Rock Raiders like proactive marketing According to the field of plastic psychology, everyone has a need to eat sandwiches. The reason most of us would prefer the first scenario above is that Chief made us feel like a valued and important Rock Raider. When a boss, or any other individual for that matter, handles a situation proactively instead of reactively, it makes our job easier. Rather than pitching a stubborn fit when there's been a food emergency, they reach out and feed us sometimes before we realize we might go hungry. It's much easier to trust an old man who's been your boss for 14+ years when they take the proactive approach. Why Chief likes proactive marketing Rock Raiders aren't the only ones who appreciate proactive marketing strategies. Chief likes them too. For one, they reap the benefits of having not as incompetent Rock Raiders as a result of his proactive approach. But even more importantly, a proactive approach gives Chief the ability to take charge of a situation. When a monster emerges, a proactive approach involves activating Action Stations and using laser guns. A reactive approach involves waiting around for the monster to destroy the entire mining operation or for the Rock Raiders themselves to do enough jumping jacks to scare it away. A proactive approach gives Chief some control over the mining operation, a reactive approach does the opposite. The key to proactive Sandwich marketing When it comes to Sandwich marketing, there are a number of ways to be proactive. It's not a strategy limited to Chief and black holes. The goal is to use sandwiches to handle problems and make Rock Raiders' stomachs fuller. To maximize the effectiveness of Sandwich marketing, businesses need to think about how sandwiches can be used to benefit Rock Raiders. Don't make it all about Slimy Slugs and landslides occurring. Make it about never-go-hungry employees and the meager progress will come. Rock Raider Activity News brought to you by rockraidersmarketing.com Source: sandwiches4rockraiders.com/sandwiches/proactive-marketing-strategies-effective-713001#!LR7RU2 points -
LibLDD
KernAttila reacted to bartvbl for a topic
A bit of a continuation of my previous post: I've written a number of java classes to load a range of file types used in the LDD assets. I thought I'd add a few more and slap them together in a little library for others to use. It can currently only read these files: .lif .g (includes .g1, .g2, ..) .loc (localised string files) materials.xml I'd love to say right here it also writes files, but that is not the case. Most files should be straightforward to write anyway, due to the large amount of plain text formats (XML, LUA, GLSL, ..). However, in the case of the LIF and G formats I don't think the information on these files is complete enough to allow writing. Although I haven't tried doing so either. The github project is here: https://github.com/bartvbl/LibLDD You'll also find a build there.1 point -
LEGO business card
STUDZ reacted to lol username for a topic
Kevin Hinkle gives his out at LEGO cons, I've got two from Brick Fiesta last year: There was also this Reddit thread a few days ago, which some LU devs and Nabii (a set designer) commented on: http://www.reddit.com/r/pics/comments/27abo0/a_guest_at_my_hotel_is_a_designer_for_lego_this/chyz67e They're pretty cool. I wonder if the torsos for these things are worth anything extra as they're obviously quite unique prints...1 point -
Introducing... ProNoob
ProNoob13 reacted to coffins for a topic
printf("Hello and welcome, ProNoob13!n");1 point -
LEGO Ninjago: Nindroids Announced For 3DS and PS Vita
eagleeyedan reacted to le717 for a topic
@Vector C., The UK trailer you linked has audio issues. The US version from the WBGames channel does not. https://www.youtube.com/watch?v=eDQuAKJZ_g81 point -
Introducing... ProNoob
ProNoob13 reacted to le717 for a topic
https://www.youtube.com/watch?v=QvxdDDHElZo I saw your name in the SBox the other day (I think the day you joined), and my first thought was "I guess he is a professional at acting like a newbie".1 point -
Let's Talk Games
McJobless reacted to lol username for a topic
Not vastly different from how I place games (if all of them can be called that - terminology like that is often finicky) on an imaginary line or spectrum. I've always sort of thought in somewhat similar terms (but definitely different, more below), but didn't really have any solid terms for them. Then I found this, and now refer to them simply as roleplay and competition - roleplay as "simply" exploring and inhabiting a virtual world, and competition as competing against something (another player, the computer, or the system as a whole) to achieve some goal, with definite goals with victory and failure states (trying to beat a high score, winning a match, whatever). I also realized that 99% of the conflicting ideas I'd been dealing with for years on my game designs were the result of me essentially wanting two games, one towards the extreme end of roleplay, the other gravitating a lot more towards competition. So, I've simply split the warring concepts into two designs instead of trying to cram them into one, and it's worked well. Anyway - to explain the difference mentioned above, specifically the "games-as-narrative" thing, I initially had a growing paragraph or two here, but instead, just watch this. It's well worth your time. https://www.youtube.com/watch?v=mGTV8qLbBWE Seriously. Watch this. Also read this: http://www.gamasutra.com/view/feature/2173/book_excerpt_a_theory_of_game_.php1 point
