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Showing content with the highest reputation on 09/14/2014 in Posts
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LEGO Island 2: Pinching
Alcom Isst and 4 others reacted to le717 for a topic
http://www.youtube.com/watch?v=UnT4s3LZzFg Does anyone else find it disturbing that in LEGO Island 2 you can sneak up and pinch people in their rear and they don't backhand you?5 points -
Hip, hip, hooray! Hip, hip, hooray! Huzzah, huzzah! Shhhhhhhh! Shhhh!
aidenpons and 3 others reacted to mumboking for a topic
This took longer than I expected. I've never made gifs from mp4s before and I don't think I will do it again.4 points -
New version of ROCK RAIDERS - update
Phoenyx and 2 others reacted to StewartG for a topic
The levels will look most like the original Rock Raiders, I can't yet point to a picture, and the site shows no pictures yet, because we simply dont have any levels designed or rendered. The level with what you call a minecraft level is on the site clearly stated as 'concept' if enough people like this then we will do a series of levels like this. I can see no reason why we can't have 'classic' levels to start with and then bring out an expansion which lets players design and play 'minecraft style' levels - lets get over the petty arguing, we can have both, and if you dont like a particular style then DONT PLAY THAT LEVEL !!! Being a producer on a game, is often (very often) referred to being alike to herding cats, as in "they all want to wander off in the direction they like" a producer has to pull the team together and give it a focus, it can't be done without the co-operation of the rest of the team, so it does require everyone at some point to man up, to put away their person preferences and realize that the final goal, a finished game is what we are all after and that is what you all need to focus on, I guarantee that it will not be 100% of exactly what you want, or even what I want! but no game ever is because no two people like exactly the same thing. Embrace the difference, you honestly dont know if you will like it until its finished, and my experience is that people who HATE some detail in the concept, often end up loving it in the final game. So lets pull togther, focus on a finished project.3 points -
LEGO Island 2: Pinching
aidenpons and 2 others reacted to Quisoves Potoo for a topic
That's funny (not ha-ha, "funny," but gee, that's strange "funny.") I don't remember having to do this. I guess I should go back and check. I could see why it might seem like pinching, then.3 points -
BIONICLE RETURNING 2015
STUDZ and one other reacted to lol username for a topic
Copypasta'd from the Brickimedia Skype group - Bionicle and more: [4:45:19 PM] The Phantom Terror (Chris): The Bionicle fandom is about to explode [4:45:22 PM] The Phantom Terror (Chris): Brace yourselves [4:45:23 PM] The Phantom Terror (Chris): http://www.majhost.com/cgi-bin/gallery.cgi?f=289265 [4:45:29 PM] The Phantom Terror (Chris): TTV's gonna cover this s*** soon [4:45:37 PM] The Phantom Terror (Chris): And then the hype train will start again [4:52:50 PM] CM4Sci: oh s*** every single prelim was found [4:52:58 PM] CM4Sci: LEGO City got a new logo [4:53:15 PM] CM4Sci: no [4:53:19 PM] CM4Sci: http://www.familienshopping24.de/Lego_s3 [4:53:22 PM] CM4Sci: browse [4:53:55 PM] CM4Sci: ninjago is going back to rd [4:53:57 PM] CM4Sci: red [4:54:58 PM] CM4Sci: PIRATES [4:58:25 PM] CM4Sci: uh [4:59:01 PM] CM4Sci: s*** [4:59:02 PM] CM4Sci: FOUND ELVES [4:59:03 PM] CM4Sci: HOLY s*** [4:59:07 PM] CM4Sci: http://www.familienshopping24.de/navi.php?suchausdruck=Elves&JTLSHOP=e0j713p7dfe2bjb4q5bclle4t0 Also, guys, take a note from Eurobricks - don't embed leaked images here on RRU. Discussion and links should be fine, but don't embed them.2 points -
LEGO Island 2: Pinching
le717 and one other reacted to Quisoves Potoo for a topic
I always interpreted that as the islanders being startled by Pepper, not as them being pinched by him. Though, on a slightly related note, Pepper can get away with hitting the denizens of LEGO Island with pizza in IXS. Nota Bene, all you United Rock Raiders, if you ever want to attract friends to our glorious site, tell them of the scintillating discussions we have over LEGO Media canon, concerning such fascinating subjects as Pepper's debated misanthropic behavior.2 points -
No automatic minimizing
Fluffy Cupcake and one other reacted to grappigegovert for a topic
The address for the 2001 version is 0x48A562. Yes, you can also hex-edit the exe to make this change permanent. The addresses in the exe file are the same addresses, minus 0x400000, so 0x17602 and 0x8A562 for the 1999 and 2001 versions respectively.2 points -
Developer Mode Patcher
Zed reacted to dead_name for a topic
I present for your modding pleasure, LR2DeveloperPatcher! This allows you to run the game with your gamedata extracted, and removes the requirement for a compiled archive. This performs the binary patch documented by JMMB It has a built-in gamedata extractor. This also supports Drome Racers. REQUIRES .NET FRAMEWORK 4. Version 1.1.5082.38337 (LATEST): LINK Past builds: Version 1.0.5082.30975: LINK Changelog (2013-11-30) v1.1.5082.38337 > Added backup feature. The un-patched executable will be moved to (name)-original.exe > Fixed memory deallocation bug. (2013-11-30) v1.0.5082.30975 > Initial version.1 point -
RRU Quotes 2: Reckoning
aidenpons reacted to mumboking for a topic
@ le717 : (14 September 2014 - 09:10 PM) I am probably going to regret this... but I am going to mock LI2 some more. @ Xiron : (14 September 2014 - 09:12 PM) Yaaaay! @ mumboking : (14 September 2014 - 09:12 PM) Hooray @ mumboking : (14 September 2014 - 09:12 PM) I mean... Huzzah! @ mumboking : (14 September 2014 - 09:13 PM) Shhhh... @ le717 : (14 September 2014 - 09:13 PM) I'll be giving live reactions on Skype, and the best bits on Twitter. @ le717 : (14 September 2014 - 09:14 PM) This is not going to end well. @ le717 : (14 September 2014 - 09:14 PM) Here goes... @ mumboking : (14 September 2014 - 09:16 PM) I wonder if the transparency issues will be there this time. @ le717 : (14 September 2014 - 09:19 PM) Nah, they are fixed. @ le717 : (14 September 2014 - 09:19 PM) And by Skype, I mean the RRU group. @ le717 : (14 September 2014 - 09:19 PM) Loaded, let's a go do "my best"! @ mumboking : (14 September 2014 - 09:20 PM) *Doesn't understand* @ Xiron : (14 September 2014 - 09:24 PM) So much orange. @ Cirevam : (14 September 2014 - 09:26 PM) Pepper, what are you doing? MY BEST @ Xiron : (14 September 2014 - 09:26 PM) And then there was yellow. @ mumboking : (14 September 2014 - 09:26 PM) I thought you were light blue? @ Ben24x7 : (14 September 2014 - 09:27 PM) Yay! 9 seconds! More than half the last film! @ Cirevam : (14 September 2014 - 09:27 PM) That bloke's too good for cyan @ Ayliffe : (14 September 2014 - 09:30 PM) A LLAMA IS APPROACHING @ Ayliffe : (14 September 2014 - 09:30 PM) and my white text is superior @ Ayliffe : (14 September 2014 - 09:31 PM) I still want purple though @ Ayliffe : (14 September 2014 - 09:33 PM) Purple is the best colour in the universe @ Xiron : (14 September 2014 - 09:36 PM) You look quite purple to me. ----- @ Latias4Ever : (14 September 2014 - 10:09 PM) Oh... Dammit Xiron, your name being orange threw me off. @ Latias4Ever : (14 September 2014 - 10:09 PM) OH DAMMIT! You've been on for at least an hour now? I didn't notice you because your name isn't Cyan! ;_; @ Xiron : (14 September 2014 - 10:10 PM) Haha. ----- In response to the title of >this thread: @ Arthuriel : (14 September 2014 - 11:54 PM) when I saw the title of the thread, I thought that a rru member finally lost his mind ----- A few things cut out here... @ Addictgamer : (14 September 2014 - 11:17 PM) I love green. @ Addictgamer : (14 September 2014 - 11:17 PM) Best color ever. @ Latias4Ever : (14 September 2014 - 11:47 PM) Cyan is my favourite colour. @ Latias4Ever : (14 September 2014 - 11:47 PM) Unless you consider Gold a colour, though it's mainly a metal. @ mumboking : (14 September 2014 - 11:47 PM) Cyrem is my favourite colour. @ mumboking : (14 September 2014 - 11:48 PM) It's closest to #008080 @ : (14 September 2014 - 11:55 PM) @mumboking :D1 point -
Custom Vehicle Over Pre-Built
Quisoves Potoo reacted to Fluffy Cupcake for a topic
EDIT: Use this tool instead! Alright, before we get started, the first thing you must know is that this DOES require knowledge of using a Hex editor, unless of course someone programs a tool. I know Hex editing isn't an easy thing ( or so you think. Did you even try? ) I am willing to port people's builds over to pre-builts for distribution so long as your construction is of quality. Things to know before we get started: Pre-builts are located in /game data/car builder/worldname/filename.CCD Customs are located in GameSave, in which afaik the dirrectory is /Documents/Games/LEGO Racers 2/Saved Games/ (if different for you let me know!) 1) Alright, so first off go build your majestic car in game, and then save it, and once you are done, return here. 2) Open your GameSave and any pre-built vehicle of choice in your desired Hex editor (for those asking, I myself use HxD). 3) Copy any of the following blocks of data and paste/replace over to the pre-existing file are you're good to go! P.S. Yes, the AI racers do use these pre-builts as well. Offsets to know: Sandy Bay: 94C-C3F Sandy Bay 2: C40-F33 Arctic: 20EC-23DF Arctic 2: 23E0-26D3 Dino Island: 388C-3B7F Dino Island 2: 3B80-3E7E Mars: 502C-531F Mars 2: 5320-5613 Xalax: 67CC-6ABF Xalax 2: 6AC0-6DB3 (there are more, but should I really bother?) Sandy Bay Adventure Car: 8014-8307 Arctic Adventure Car:: 8308-86FB Dino Island Adventure Car: 85FC-88EF Mars Adventure Car: 88F0-8BE3 Xalax Adventure Car:: 8BE4-8EDF How-to video: http://youtu.be/Ngqsk0qthXc1 point -
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Minecraft Racers! Open Beta v0.02
KevinVG207 reacted to Fluffy Cupcake for a topic
Oh, well there wasn't screenshots the other day when I posted. Aside from the sign, which I hope you plan to fix, it all looks good!1 point -
RRU Quotes 2: Reckoning
Ayliffe reacted to Ben24x7 for a topic
If the Postman Pat specsavers ad was directed by Michhael Bay: @ Ayliffe (14 September 2014 - 09:44 AM)1 point -
RRU Minecraft Server
Phantom Terror reacted to MaelstromIslander for a topic
The lag.... THE HORRIBLE LAG!!! We need a plugin to disable the chicken spawn eggs because currently we're in the middle of a laggy horror. Hopefully ace got rid of all the chickens.1 point -
Developer Mode Patcher
lol username reacted to alan for a topic
They are all stored in the savegame file, not anywhere in the root files of the game. I'm not sure where (and I'm way too lazy to look for it) but there is a topic about how to save the own character's car (and figure) into the pre-built garage. No, the textures - in general all the game files - never change at all, so why should the game save its own textures in another placeholder mip file? It is much easier to save the players' figure configurations in a savegame (that's the savegame's purpose) by referring to the existing texture files.1 point -
RRU Minecraft Server
legosponge reacted to Jimbob for a topic
Wow... Well, that is rather selfish. Please do not abuse the awesome things the server mods put in place to better the server, just to have some little gain of your own, much to the detriment of others. It would be a real shame for us to lose Creative mode that way, and also that the moderators have to be put through unnecessary extra work. On a lighter note... Bukkit's been having issues (the server used to use Bukkit for its mods, but cannot at the moment due to this) but apparently it's all getting sorted out for the better, or something. I think. If so, then we'll be able to add in some of the old plugins, e.g. multiple worlds!1 point -
RRU Minecraft Server
Phantom Terror reacted to Drill Master for a topic
------------------------------------------------------------------------------------------------------------------------ Hello all. I bring some news. I was able to get a hold of Jimbob Jeffers, The Server Admin yesterday. For those who are wondering, he is doing fine and all is going well. We had a nice chat for a while just sharing what we've been doing. After a bit, he asked how the server was doing, which it has been going rather well with no problems. I then proposed an idea to him. He agreed and gave me the green light. He has enabled Command Blocks (Mods only) and allowed me to build this. I call it a Gamemode Station. Now, what it does is it allows players to enter Creative or Survival Modes depending on which door they go through, seen here. Here's the deal, though. This is a test. If all goes well and we don't have any problems, I'll keep it up. If things start to get out of hand, I'll take it down and we'll go back to before. JJ liked the idea of freebuild as he put it, where the Survival and Creative worlds are as one. So you can go build a city somewhere and then switch to Survival to live in it. Basically, it's to give players more freedom. Now, with that being said, there are the rules, seen here. If Ace, Xiron, or Fush would like to add anything, or I have missed something, let me know. By the way, this station is just outside the Player Village. I would like to see how this works out. See how we grow from this. Also, before you ask, JJ did not say anything about updating to 1.8 yet. I can ask him later if I can contact him. I'm just not going to hound him about it since he still has some things on his plate. Anyway, that is the news. Enjoy the Creative Mode.1 point -
A useful NPL script for custom maps
Cirevam reacted to alan for a topic
Months ago I tried this and now I decided to share it with you (unless you didn't know before ) By including this script into your NPL of a custom map, you can let a wall collapse (even recharge seam or solid rock) when - for example - someone walks over a special marked tile (e.g. Tutorial Block 1). The wall that should collapse then has to be Tutorial Block 2. And this is how the script looks like then: GetUnitAtBlock 1 ? SetTutorialBlockIsGround 2 I hope you can use it in your custom maps (I would like to play them so tell me when you've done one)1 point -
New version of ROCK RAIDERS - update
StewartG reacted to Polaris for a topic
Thank you very much for the warm welcome! That means a lot, actually I fully intend to stick around and see this out. I wish I would have known about this site and community sooner because I think that everything you guys do here is awesome! Lego Rock Raiders deserves the cult following it has garnered because it was such a quality franchise, and I like to consider myself one of those followers. I really wasn't sure what sort of response I'd get from fans of the series - mainly I was just spitballing ideas, but it's really cool to see that we all agree about most things. This is really important DDI! If we have all banded together under a general direction we would like to see this new game take, you should probably reflect this in your game - if you truly are making it for the fans, as the claim goes. I haven't seen a post from DDI recently, so I'll give them the benefit of the doubt that they haven't seen my first post yet - it would be really a shame if they just ignored it.... When it comes down to it though, I think I might be too late to this party. What I've suggested to DDI is something that is fairly different than their original intent and to go back on it now would be reversing progress. Only time will tell if I'm correct though....1 point -
New version of ROCK RAIDERS - update
noghiri reacted to Polaris for a topic
I've got some things to say. This little rant is meant to be read by both the developers of the new Rock Raiders game and the fans and forum posters alike. So this is going to be a long post - I apologize in advance - but it is only because I feel very passionately about this issue. The final word count clocks in at 2,100+ words, but good words, I believe. I encourage you to read through what I have to offer because I think it is some of the most CONSTRUCTIVE advice you're going to receive. Also included in this post are several illustrations I made trying to convey the concepts I have in my head. I'm sorry if they are confusing or difficult to read - I'm not the greatest artist, but I'm also not a tech guru, and I felt that a pencil and paper would better represent the thoughts and suggestions I had. Okay, let's dive in! First things first. There is great concern for the whole "Minecraft" thing being a large part of this game's inspiration. Though I too share this concern, I want to explain and possibly defend the developers stance on this. Minecraft is a game which is so deceptively simple to learn and universal in its approach that it has won the world over. What developer wouldn't want to make a game like this? Also, the obvious connection between mining in Minecraft and mining in Rock Raiders is valid and an understandable conclusion to make. In addition to this, there are many great features of minecraft that would serve a Rock Raiders game well - like a large sandbox to explore and mine in! I remember being a kid and playing the mission "Frozen Frenzy", (one of my personal favorites). I knew darn well where the Tunnel Transport was, (it was in the only spot of the map that when you scrolled over it, the screen dipped down because of the hidden waterfall!) but I would play the level just to collect resources and build my base as big as possible, just like a sandbox game. And that's where the similarities end, and honestly, should end. Someone once told me that Minecraft is the Pac Man of our generation. I wholeheartedly agree. 20 years from now, people will remember the cultural legacy that this game has created and any game that follows too closely in its footsteps will be forgotten in its wake, just like all those Pac Man clones of yesteryear. I'll get back to the Minecraft thing in a bit, but for now I'll move on. So from the looks of this discussion, it seems the developers have come to conclusion that there are two ways to approach the mining in this new Rock Raiders game - I'll lump them into two categories titled "Freeform" and "Grid". Here's a picture comparing them both: In a previous post, there was concern for "Freeform" mining because it would be tricky to fit vehicles into tunnels you create and I 100% agree. "Freeform" is not the way to go. Well that leaves us with "Grid" mining like Minecraft right? Wrong. "Blocks" are the devil. Remember that. It's important. If you make a game world out of blocks, you are making Minecraft. Simple as that. I could stop now honestly. Minecraft's influence over culture is so strong that simply making your game world consist of blocks that are breakable and buildable, you are creating a game that can and will be seen in the public eye as a Minecraft clone. Same with making an objective-less open world sandbox game with an emphasis on mining - you are making Minecraft. Simply put, do not make Minecraft. But let's get real. There is money in Minecraft. And money is important! It should be! You, as a game designer, have every right to make money off of your product. Hopefully, a lot of money! But I have to explain something that is vitally important to this new game's success - as it stands, there is literally NO market for this game in its current direction. Let me explain. You have two fundamental fan bases you are targeting: fans of the original Rock Raiders and fans of Minecraft. Original Rock Raider fans aren't actually that hard to please! They understand that legal limitations restrict certain things and mainly just want a game that plays much in the same way and recaptures the spirit of the first game. For the most part, they don't care that it's not Lego, or that you can't reuse music or textures or whatever. They just want something faithful to the original. Not really a tall order if you ask me. Then you've got the other targeted fan base: Minecraft fans. This is where the real money is. It's important that you get these people to buy your game! But here's the truth: Minecraft fans don't want this game. At all. I'll try to explain why by using an example. I'm a big guitar guy. I have many electric guitars and one of my favorites that I own is my Gibson Les Paul. If you're not familiar with guitars, think of the first guitar shape that pops into your head. Then think of another - it's that one. Anyways, say there is a new guitar company coming out, and for the sake of this comparison, let's call them "Raider" guitars. So Raider guitars come up to me and tell me that they've made a guitar they think I'll like. So I take a look at it - and it looks just like the Gibson Les Paul I own and love! Not only that, but they've got new features like and 3rd pick up and a whammy bar - things I don't have on my guitar! For intents and purposes, this guitar could sound even better than the one I have right now! But I hate it. I can't explain it, but for some reason I hate it! Logically speaking, it meets every criteria I look for in a guitar so I should naturally like it, right? Well, there's a little part of my brain that shouts "it's nice and all, but they just copied my Gibson! They just emulated the Gibson and added fancy features. They didn't innovate on an original idea". This is so important to understand. The Raider guitar didn't fail because it was a bad guitar, or because it was competing against an already well established guitar - it failed because it tried to take on a powerful BRAND. It's stupid, I know, but we are but animals and brand loyalty is a powerful, sometimes unbeatable force. I'm somewhat partial towards Gibson guitars, so I passed up the opportunity to play that Raider guitar. I gave up the chance to play a better guitar. And now, more to the point. Minecraft is the Gibson of gaming. No matter how great your product is, if it specifically emulates Minecraft features to reach that audience, they will hate it. If you try to take on the brand of Minecraft, you will lose. So how do we fix this? We hide our influences. Right off the hop, "blocks" are a dead giveaway, so we can't do that. Also, marketing your game as Lego + Minecraft isn't doing anyone a favor as you own the rights to neither, so what are we left with? Rock Raiders. Of course! The answer was there all along! So let's look at the original Rock Raiders and what it did right. IMPORTANT: Now is the time to really tune in, because this is where things get CONSTRUCTIVE! So here's the basic layout of an RTS game, like the original Rock Raiders: It's awesome! Keep it. So let's look at the basics that made the game great. The game was based on a single flat plane in which a grid system dictated where you could build, mine, and move. Mining was done in the form of breaking down rock "walls" that allowed passage to new areas previously unseen. I have to stop for a second to point out that this is brilliant. This format of mining based solely on "walls" is so brilliant, creative, and easy to understand, it baffles me why you would look anywhere else for inspiration. Game designers should be copying your system of mining, not the other way around. So this is my proposition for the direction you should take with this new game. It should be a grid based RTS mining game set on a flat plane that utilizes the "walls" mechanic from its predecessor, with the option to play the traditional "mission" styled gameplay, or a sandbox mode. That should be the basics. Forget "blocks", (they're the devil, remember?) "walls" are where it's at, brother. So now I'll give you some ideas expanding on this premise that may inspire you! First off, I understand the need for verticality. You want to mine deeper and deeper for new materials - I get that! I do too. But the flat plane is essential to make the "walls" format work, so here's my solution: Multiple planes. This diagram will show it better: So let's say you start on Level 1, (LV1). There are some materials and resources for you to gather, limited monsters, and that's about it. You don't have access to the better materials you need to make better buildings and vehicles. So you need to dig deeper. The deeper and deeper you go, the more difficult the game becomes, with more monsters, landslides, and other hazards. In addition to this, this allows for interesting color schemes and level features as you progress to deeper layers, greatly expanding the creativity you can pool into your project. Now, either at predetermined spaces or at viable spaces based on what's underneath them on the lower level, you will have the ability to build "ramps", allowing you to travel into a deeper level, in this case LV2. These pictures will show it better: Now you may be thinking, "how will I keep track of all these different levels during gameplay?". Well to be frank, that's your job as game developers, but here's one way I think would work great - basically, only one level will be "active" on your HUD at a time, the others will move to the top or bottom of the screen and become greyed and translucent, moving them effectively out of the way, while still keeping them "within reach", so to say, so each separate level doesn't feel like a whole new map. Then you simply could scroll the mouse wheel up and down to switch between levels quickly. In this instance you'd scroll up to move to LV1 and down to LV3. On the Wii, all it'd take is a quick upward or downward sweep of the hand. Simple. Effective. Awesome. Beyond that, please continue with some of your great ideas - the vehicles, (and possibly buildings) based on parts is also brilliant! This would work flawlessly in the format I have suggested. Basically, make this game an expansion on the direction you originally took with the first Rock Raiders and you'll please everyone. The original fans will love it because it gives them what they already love. The Minecraft fans will like it because it is DIFFERENT enough not to offend them and offers things that Minecraft doesn't have. This makes it appealing to everybody - the true thing that made Minecraft so successful. If you've managed to read this far... thank you. I am very passionate about this matter and it made it very easy for me to go on forever about this, so I apologize again for the lengthy read. And if the developers of the original game actually are reading this, I only have one more thing to say to you. Thank you. I cannot express in words how much your original game meant to me in my childhood. It was basically my first step into the world of gaming. I spent countless hours playing and replaying missions, (never could beat that last one though! And I love the Rocky Horror Picture Show reference there!) and even had to get my dad to buy me the Lego sets from the game, which he later told me was very tough to do, as they had discontinued the Rock Raiders line before I had played the game. I tell you honestly that the Rock Raiders series is still my favorite Lego series that they have ever released, no matter how short lived it was - largely due to the awesome game that you produced. Me and my brother still say words like "Dirt!" and "Tool Store!" like the characters from that game time to time. And when it comes down to it, even if you screw up this next installment, I'll always have the original to play. I hope you don't, mind you, but if "blocks" are in any way a fundamental part of this games structure, you can consider it DOA. Finally, I'd LOVE to hear feedback on my points made, as I feel all are constructive and supportive. We all want to see the best final product possible. Thanks for reading.1 point
