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Showing content with the highest reputation on 10/16/2014 in all areas
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The (slightly disturbing) Running Man
ProfessorBrickkeeper and 6 others reacted to Jimbob for a topic
THIS TOPIC WAS BURIED DEAD IN THE DESERT SANDS OF EGYPT BY BARON VON BARRON HIMSELF TO KEEP IT FROM EVER SCARING LITTLE LEGO PEOPLE AGAIN. Nah, nice image you made there Ben. The cap's a nice touch.7 points -
The (slightly disturbing) Running Man
Ben24x7 and 3 others reacted to Jimbob for a topic
Before anyone considers making more of these, lemme just put all the designs so far in one place: Now, are y'all sure you want to do this?4 points -
The (slightly disturbing) Running Man
ProfessorBrickkeeper and 2 others reacted to Drill Master for a topic
It's just business... Running Business...3 points -
LEGO TV Show Coming Next Year
coffins and 2 others reacted to lol username for a topic
This has already been discussed, but I am posting it here as well for permanency: LEGO is considering various options for TV shows, including a reality competition TV show next year, featuring contestants striving to become Master Builders, and it will be tied into apps somehow. That's about all we know at the moment. Sources: Brickset Entertainment Weekly3 points -
The (slightly disturbing) Running Man
Fluffy Cupcake and one other reacted to Jimbob for a topic
Thank you. And nice choice of .gif by the way. No problem. Appreciated. Please like, comment and subscribe.2 points -
The (slightly disturbing) Running Man
Quisoves Potoo and one other reacted to Ben24x7 for a topic
Its not as disturbing but I made my own (except A, it isn't lego and B, it doesn't have red eyes and a moustache); But trust me, I did all I could.2 points -
Unused Stuff in IXS
emily and one other reacted to lol username for a topic
Has this been discussed here before? There's unused stuff in IXS and if it hasn't been discussed yet I think it should. I haven't looked at every corner of the game's guts, or tried to figure out any of what I did come across, but here's a couple things I'd noticed a while back while looking for other stuff... Maybe somebody else will be a bit more interested and dig into it all. cdcZ01LGICUTSCENESSAYTEXTOLD_CUTSCENE_TEXT.TXT Pretty obvious. IXS's text doesn't seem to be in an easily readable format (at least if you're just eyeballing it) but there's some shreds of readable text near the beginning which I haven't seen in-game: S..€....13ACPTREDG:Great. I’ll get my br....oomÃOh,é did notice thÖ.B . iýlefûañraiÃŒof pizz.2‚.acdcQUESTS Quest-related stuff, plenty of it doesn't seem related to anything in-game. What exactly are these files responsible for? Are they scripting or something? I have no clue! But there's stuff like 78MEDICALWORRY.QST, 82BIRDNEST.QST, HOTTUB.QST, ARSEPIE.QST... uh, yeah. Might be worth looking into.2 points -
TT Games Explorer
coffins and one other reacted to Ac_K for a topic
Hi everyone, After many discussion with Sluicer about different File Formats. We can point out many parts of *.ngx_texture format: I can read a lot of NGX_Texture files, but so much bug to fix, and I don't test my tools on other Lego Games as Hobbit! So there is many works to down!! Thanks to Sluicer!2 points -
Resemble the AI
RocketRacer123 reacted to Jimbob for a topic
As specified in >this post of the tutorial, yes, once you have modified your new LEGO_JAM folder you drag it over the JAMExtractor.exe file. Make sure you merge the contents of this mod's LEGO_JAM folder (so, GAMEDATA and MENUDATA) with the contents of your own LEGO_JAM folder (again, GAMEDATA and MENUDATA), so that files are overwritten. P.S. You should really have posted this in the tutorial thread to continue the conversation we were having there.1 point -
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The (slightly disturbing) Running Man
Ayliffe reacted to Ben24x7 for a topic
Thank you. And nice choice of .gif by the way.1 point -
Tutorial: Setting Up/Installing a LEGO Racers Mod
RocketRacer123 reacted to Jimbob for a topic
I think that that kind of crash is caused due to the game assets (JAM file or mod folders) being incorrect. Did you put in the recompiled LEGO.JAM file in that modded folder? It looks that way as its creation date is 2014 rather than 1999. If so, try using the LEGO.JAM file from a default installation and see if that works. Should it work, there's an issue with whatever you modded into the LEGO.JAM file. EDIT: I noticed the embedded images were broken. Fixed.1 point -
TT Games Explorer
huyixiong reacted to Sluicer for a topic
Does the tool work for no file of the Marvel Super Heros game? Or not for a special one? Which file did you try to extract the meshes from? The files are kind of complex (at least for me). They contain very much informations. The meshes are stored the way the tool extracts them. There is additional data for bones and mesh groups but I do not know exactly how it works. Additinally there are many different versions of the areas that contain the data. And on top: in some cases other files (e.g. *.cd) define what belongs together. I would like to have a look at the file you want to extract. Please give me the name of the file. I will look it up myself and try to give you a more detailed feedback on that.1 point -
Thu'll 3rd and 4th Character Sets
Fluffy Cupcake reacted to The Ace Railgun for a blog entry
Well it's not finalized, about 90% of these sets are finished, but I thought I'd share my progress on it anyway. Also, I just thought i'd mention to my actors in ProjectHane that they will have to at least practice their pronunciation in Thu'll, as this is the language that will spoke throughout a majority of the series. Once the dictionary has been completed I will be creating a pronunciation guide, and will try to make it as helpful as I can. Thu'll 3rd and 4th character sets1 point -
MTOF
Ayliffe reacted to Ben24x7 for a gallery image
From the album: Random/Misc stuff
My thoughts when Ayliffe started posting about Homepride Fred.1 point -
Mr Phoenix: 'LLANFAIRPWLLGWYNGYLL'
Seaborgium reacted to le717 for a blog entry
Every time I see the ending of this... word, my mind combines the LEGO Racers PGLLGRN and PGLLYLL cheat codes.1 point -
Mr Phoenix: 'LLANFAIRPWLLGWYNGYLL'
Seaborgium reacted to aidenpons for a blog entry
That's Maori. It's not a NAME so much as a STORY. I don't know how it translates, but basically each chief after the other added a couple more words to it, so we have this waffe-ly googly-goo left over from the years. Sources: I'm a New Zealander and I've done Maori for eight years.1 point -
LEGO Fusion First Impressions
Lair reacted to PeabodySam for a topic
I wonder if a red car is faster than a blue car? I wonder if the colors run, does it make it faster? Or if the colors clash, will the car crash? Or...?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 -
~The Brony Herd~
STUDZ reacted to Cyrem for a topic
This topic has enough arguments in it already, there does not need to be another. If you have nothing to add to the subject of this topic, please avoid posting in it like the rest of us.1 point -
~The Brony Herd~
I Am Not Here reacted to McJobless for a topic
It's a topic for people who like a TV show to discuss the show and related media. We've already fought over this and it ended years ago because we all grew up and realised petty arguments over taste in cartoons is a waste of time and reflects poorly on the community. If you don't like it, act mature and don't post in it.1 point -
Things We Know About Modding LRR
Lair reacted to Cirevam for a topic
We already know about the unused priorities, and there has indeed been a mod created that reactivates them: I'll admit that I haven't looked at Gamzdude's mods in much detail, but previous research with Lair indicated that rock types are hard coded and we can't change them without editing the EXE. I'd like to see how Gamzdude added another or if he used some workaround to fudge it.1 point
