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Showing content with the highest reputation on 03/20/2015 in Posts
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I tested more smaller changes and I had no success. I added a big quad to the test track but it cant be seen in the game. I added a cube to the test track but it does not show up. I changed the last 8 positions (vertices) of the test track and they was not visible. Except one very long triangle when I was in a special area. I moved the track 50 down so that it was like the car is flying. And voila: only special areas will be visible when the car is in a defined area. So I satrted looking in the other files in the test folder. And here is what I found out about the BDB files: There are 3 sections: k_27 - here a binary tree is defined k_2a - here regions of the track are defined k_2b - here is defined which regions will be visible In detail: k_27: There are two different types of subsections: k_28 - a node of the tree k_29 - a leaf of the tree In detail: k_28 (node): (int) parent - the parent node (int) child1 - the first child (int) child2 - the second child (float) x (float) y > - a normalized vector (I only had z = 0 up to now) (float) z / (float) w - unknown I do not know where the 4 floats are for. k_29 (leaf): (ushort) parent - the parent node (ushort) offset_GDB_2E - a offset of entries from the matching GDB file (in the 2E section) (ushort) number_GDB_2E - the number of entries from the matching GDB file (in the 2E section) (short) region - the region from k_2a the car is in (short) offsetVisualRegions (short) numberOfVisualRegions offset_GDB_2E and number_GDB_2E will be the reason why my first test (replace the test track with a very huge quad) does not work. k_2a: Six values define a cube (the region). The first three are the bottom left front corner - the other three the upper right back corner. k_2b: A list of ints that define which regions from k_2a are visible. I do not know yet why the tree is needed or how it is analysed but the leafes of the tree define: When the car is in the region of the leaf (defined by the region) then the regions in the lists in k_2b will be visible (use numberOfVisualRegions at the offsetVisualRegions). (Maybe the tree is not so usefull in the test track but a powerfull sructure in the unidirectional racing tracks?) The tree for the test track looks like this: | +-0---------------------------------------------------------+ | | +-3---------------------------+ +-29--------------+ | | | | +-5-------+ +-17------+ +-31-----+ +-37----------+ | | | | | | | | +-7-+ +-9---------+ +-19-+ +-21--------+ +-33-+ +-35-+ +-39----+ +-45-+ | | | | | | | | | | | | | | | | 1 8 +-11--+ +-15-+ 4 20 +-23-+ +-25--+ 2 34 32 36 +-41-+ +-43-+ 38 46 | | | | | | | | | | | | 6 +-13-+ 10 16 18 24 +-27-+ 26 30 42 40 44 | | | | 12 14 22 28 I will try to upload a few images tomorrow.3 points
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LEGO Stunt Rally development artwork
JrMasterModelBuilder and 2 others reacted to k-g for a topic
@JimbobJeffers: 1) Jamesster answered that one correctly. 2) As far as I remember, the themes never changed. Although perhaps a bit cliched, they were a good fit for the various toy themes. 3) These images were made really, really early. The whole "stunt" angle hadn't even been developed yet. The fan and magnet were just the first ideas we had. The fan made it in, but of course blowing upwards instead of sideways. 4) Yes, stay tuned. @kajeuter: More playable characters would've meant creating many more in-car camera animations. I think for this reason we chose not to make all the characters playable. @jojo337: Nice model!3 points -
Howdy
Ayliffe reacted to IncogM for a topic
Hello I'm IncogM. I've been lurking here for a little while. I came across these forums while hunting for some older Lego catalogs and Google took me to a thread started by Pereki. I wanted to ask him a question, that required making an account to message him, so I might as well make the occasional post on the actual forum, right? I've never actually played the Rock Raiders game nor owned a Rock Raider set, but I've got a couple shelves full of '90s Lego Space and I spent plenty of hours on Lego Island when I was a kid. I've been itching to replay Lego Racers too. Nice to meet you.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Ayliffe reacted to le717 for a topic
Or rather, the lack thereof.1 point -
Bring your LEGO to Life
Ayliffe reacted to emily for a topic
I wonder if the App Bricks in the Ultra Agents sets are a test run for technology they are developing for this. LEGO Dimensions is conspicuously close to being synonymous with LEGO Universe, so we may be looking at another multi-theme mish-mash game here.1 point -
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Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Ayliffe reacted to Astro-Space-Guy for a topic
Dang! please don't tell me i'm too late, that is if we are having a new round already.1 point -
Bring your LEGO to Life
BerixMaster2010 reacted to Ayliffe for a topic
...so apparently it's going to be called "LEGO Dimensions". Ah. As for my opinion on the whole thing, as long as it's compatible with standard Lego and isn't just some heavily moulded things that happen to look like a bit like a minifigure, I'm all up for it.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Ayliffe reacted to aidenpons for a topic
Okay, this is a little late, but I wanted to point this out: So, a landmine died today! Stay tuned for more action soon...! also Xiron died. RIP Xiron The two remaining characters trucing. SEEMS LOGICAL at least this game progressed quicker than Mafia Round 10 ... There's still one question. WHY?1 point -
LEGO Stunt Rally development artwork
Jimbob reacted to lol username for a topic
Oooh, this is gonna be good. :D1 point -
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Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Ayliffe reacted to MaelstromIslander for a topic
At least he didn't fall into a hole like Ayliffe blow up in a landmine! Lets give a big "Hoorah" to Fushigisaur for poisoning pereki by doing absolutely nothing. However, i do have to say, Pereki was close.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Ayliffe reacted to emily for a topic
rip me guess I should have given up and retreated I really can't turn down the opportunity to avatar that!1 point -
Let's Make a Game
Jimbob reacted to Ben24x7 for a topic
The white writing underneath are just quick animation notes. One thing I'd suggest, if possible, is to loop the two pictures in the "Floating" bit when the character falls/flies/etc. As for the game's current progress, I finally got around to playing it, and its on a good path from what I see.1 point -
Cave Raiders (Rebuild of Rock Raiders)
Yajmo reacted to Packer for a topic
An editor like that would be perfect, it would need a layer type function for buildings/spawns etc but would fit the job nicely. Here's the first screenshot of the Player HUD, I'm quite happy with it at the moment, I may make some small changes depending on what I need to add but overall I think it works. The stars upgrade image represents XP, XP is gained through dropping off resources. The Cyan crystal and ore icons on the top right represent if you're carrying one of each or not. The ore and crystal underneath next to the XP counter is the Global resources. The health cross empties when you take damage. Chat on top left, I will likely remove the current notifications displayed, also rejigger the colours. And those with a keen eye will noticed the new building on the right, it is off a Rock Raiders set which I've purposed for being the interface for constructing buildings.1 point -
RRU Quotes 2: Reckoning
Starrocks923 reacted to Antillies for a topic
@MaelstromIslander: Is there an RRU archive where you can view things before 2013? @jamesster: yes, it's called RRU1 point -
Let's Make a Game
Fluffy Cupcake reacted to Drill Master for a topic
Ok so here's another video. The first segment has the original loop base line in it, and the second segment has it removed with the new base line alone. Both moving lines of both loops are still present. https://www.youtube.com/watch?v=gpkz4dxDmLs&feature=youtu.be See which one you prefer.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
MaelstromIslander reacted to emily for a topic
Fishing. With my WOODEN SPEARS, like a TRUE MAN1 point -
Cave Raiders (Rebuild of Rock Raiders)
le717 reacted to Packer for a topic
New stuff so consistent I'm double posting. So whats been happening as of late, is that I've actually got addicted to working on this project so much that it's affected my school studies. That's ok because my school studies are game dev related anyway and its early days yet... (hoping that doesn't back fire too hard) *Explained further down What I've done: Cave Raiders - Renamed the game from what ever the confusing thing I was calling it before. Cave Mining - Cave walls update the exact way you expect it to from RR while you mine. Tool Store Interface - Players can walk up to it and use the 'use' button to access the menu where they can pick and choose items to hold in their inventory. Teleport Pad - Players can purchase vehicles from an interface and it detracts it from the Global resources* Building Structures - Players can open a build interface and select which building that would like to build and place it in real time* Player Inventory - Players can choose which tools they want to take out with them and swap them back at the Tool Store. Crystals and Ores are held in separate slots from your tools allowing you to continue using tools.* Player XP - XP will be used to purchase upgrades to your character such as more Inventory space, this is the same idea as the "Upgrade Rock Raider" from RR. What I've got to do: Power Paths - I can do a very basic version for now for functionality but I want to recreate the tiles that update and link up. "Power" - Power so players can't access if power is offline, This will take some redesign from RR, I may only include linking buildings to the power station and power is limitless. Rock Monsters - Big bad rock dudes with attitude. I have a rough idea how I will accomplish this, I haven't done enough AI yet. Slugs - I always forget these guys are even a thing, I will consider how to implement them. Mission Objectives - Collect 5 Crystals, win. Simple objectives such as collection shouldn't be a problem, more complicated solutions may prove difficult. Update Visuals - Still plenty of buildings and vehicles that haven't been updated yet, I haven't yet modeled several vehicles and structures as well. Implement more Vehicles - Loader Dozer doesn't know how to shovel, several vehicles will need some serious balancing to successfully integrate to the gameplay. What I'm not including A landslide - has not occurred, not only because of the pure evil that is landslides(Landslide.wav), when you're playing in First Person and you suddenly die from something you had no way of preparing for, really sucks and adds nothing to gameplay. Cave Height - It over complicates and increases the workload. Adds nothing to gameplay. New Textures - As you have or haven't seen in my screenshots, I'm reusing RR textures. This is for 2 reasons, 1. I want to retain the RR feel as much as possible and retexturing all the cave pieces and icons will be very time consuming, not saying I'm not, just not now. 2. As far as Legal goes, RR hasn't been in the limelight for a very long time and I don't think Lego really cares about a small project.** What I'm aiming for: More Combat - While the original RR game isn't about 'combat', I want to expand upon combat for a more interesting dynamic for the players to consider while mining. e.g. Rock Monsters are like mini boss battles than just 'stealin yo crystals'. Single Player - I realized in the past couple of weeks that people more often than not will be playing alone in this game, realistically the audience for it isn't very big for large scale servers.* Custom Map Support - At a surface level, I've already got this; Its just not user friendly. I believe custom content for this game will keep its longevity going and people entertained.* RTS Mode - Now, this is something I'd do absolutely last. I would like to have a RTS mode that more or less recreates the entirety of RR but with actual players and bots alike. HOWEVER, this is a huge undertaking and I'll likely not get anywhere near doing it for a very long time. So that's what I've done as of late, I've probably missed a bunch of things I wanted to get into some specifics. * - Cave Raiders is a game based around cooperative play and it recreates certain aspects from RR. With that said there needs to be a lot of changes for this game to work as a First Person. Global Resources - Like RR, players collect and deposit resources, these resources are then added globally for everyone to use. In the future I likely will put feature in to only allow the hosts or certain players to use said resources but for now anyone can use them. This brings me to... Players building structures. So again, any players can use the global resources to construct structures such as the Power Station or power paths. I'm interested to see how this pans out in multiplayer. Big feature of Cave Raiders is the player progression (Limited to per session), When the player starts off you can only hold 2 tools at one time, by returning resources back to the Tool Store you gain XP which then can be spent on more inventory slots or vehicle training. I'm also considering a player upgrade that increases your characters speed. In RR the raiders would carry individual crystal or ore back and couldn't do anything else while doing this. In Cave Raiders picking up a resource now gets placed into an inventory slot specific to that resource, so you can carry 1 crystal and 1 ore piece and still mine/shovel/shot. This change is necessary as early on I noticed how repetitive and annoying carrying resources was, mainly due to the fact you have to do it all yourself one by one. Multiplayer, the biggest issue with this area was realizing that the user base would be low, likely an average at best of 1 player per day online. Hopefully organized Coop groups will emerge. With this in mind I decided to label missions/levels with ideal players. e.g. Lost Raider (4). On top of this I also plan to focus on low player levels than anything large scale. 1-4 Players is my current target, this doesn't necessarily mean you can play with more people on them or even less, just means for the game to flow at a nicer rate you'd choose your group size level. Custom Level Support, biggest issue with this at the moment is the lack of a map editor, I've developed a simplistic solution for the cave layout which involves: 55555 52gg5 52gg5 55555 5 = Solid wall, 2 = loose rock, g = ground. Simple yeah! Biggest problem is this doesn't include Buildings or resource allocation (aka this wall piece has 2 additional crystals in it), with that said I haven't personally done and UI coding before, I'm still early days in C++. If you're interested in helping me create this system get in contact with me. The output code needed is several txt files with simple syntax, can show examples etc. That aside, Custom levels will be a thing. My current systems are very straight forward and with a proper Map Editor creating a new level should be a pinch. Here's a list of a few features that will exist or already do through other means. Cave Tile Placement Pre-built structures placement Cave tile resource allocation Level lighting and fog control Monster Placement Level Objectives Choosing between the Rock, Ice and Lava themes. ** - Additional help would be great, as stated before I'm reusing the RR textures and icons. If you have any texturing experience (Photoshop or others) and wouldn't mind redoing some artwork for me that would be a great help. Recreation of the Cave textures (Rock, Ice and Lava) and icons in a nice high resolution would do wonders. As for 3D stuff I haven't quite got a need but doesn't hurt to see what you've got. Send me a message over RRU if you're interested. So any ideas or suggestions post them! Screenshot time!1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
aidenpons reacted to Ayliffe for a topic
And now, the moment quite a lot of you have been waiting for, it's THE FIFTH NIGHT, where SOMEONE WILL DIE! So... I died. Oh.1 point -
RRU Quotes 2: Reckoning
aidenpons reacted to Ben24x7 for a topic
Does this also count as being selfish?1 point -
Let's Make a Game
aidenpons reacted to MaelstromIslander for a topic
Will it be Green with Red stemmed White Flowers with Glasses and a long torso? *Joke about Infoperiac* I meant to say Boomba, but instead i said goomba. Yes, they're called boombas, because they look like bombs. (The red flying one is called a Kaboomba because it has dynamite as its main weapon) And yes, how could i leave out an infoderpiac reference Edit: Done. "And, you can change flowers!" Edit: Done with the infoboombiac. It took a long time to make and i still don't like how it turned out.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Quisoves Potoo reacted to emily for a topic
I now have TWO wooden spears. That means TWO TIMES the wooden spear power.1 point -
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Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
aidenpons reacted to PeabodySam for a topic
Well, looks like the Random Number Gods were ever in my favor for once and I was not selected as tribute this year. Excellent. That means I'm guaranteed to survive... at least, for another year... Unless the Random Number Gods happen to change their mind (like they're prone to do whenever they support me) and I catch dysentery. Then, I can get buried next to Andy, Peperony, and Chease on the trail to Oregon. I hope I'm not the only one who immediately thought of that when I read how MaelstromIslander died... In the meantime, let's grab some popcorn for all of us (except the ones who are dead) as we see who wins this Ultimate Showdown of Ultimate DestinyTM which has no actual bearing on our real lives except for the possibility of permanent death.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Quisoves Potoo reacted to Shadowblaze for a topic
Thanks for having specified. I always had the doubt wether I could resurrect in case I got that illness.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Quisoves Potoo reacted to le717 for a topic
Excuse me, but when is death not permanent?1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Quisoves Potoo reacted to noghiri for a topic
Dysentery is an inflamation of the intestines, accompanied by bloody diarrhea, and other things, and without proper medical treatment can result in permanent death.1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
aidenpons reacted to Ben24x7 for a topic
Brings a tear into my eye... ...a tear of laughter... ...a tear of *evil* laughter...1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Quisoves Potoo reacted to Ayliffe for a topic
You know what time it is? DO YOU? No seriously what is the time my watch broke OH WAIT ITS ARENA EVENT TIME! So Alcom, Jimbob, Grapheme, McJobless, Le717, mumboking, Drill Master and Quistaros Pugant are ALL OUT of the competition! So much death...1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
aidenpons reacted to emily for a topic
yeah sorry fushi, but I've had it with your "giving up and retreating." I don't care if you're from my home district, this fire is mine. Same goes for you, Alcom and mumboking. You better watch out for my deadly wooden spear1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
Quisoves Potoo reacted to Jimbob for a topic
Gah, where are antibiotics when you need them...1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
aidenpons reacted to Ayliffe for a topic
Nah, no advantages like that allowed ...And now back to your scheduled programming of killing eachother! THIS TIME: The first night! Aaaaaaaaaaand MaelstromIslander is OUT! So much for that then1 point -
Ayliffe messes about with a Hunger Games Simulator (OR "The Jamesster Games")
aidenpons reacted to Jimbob for a topic
Nooo, Arthuriel! I will win this game for thee... Starting by knocking off RR Rocks. Mwahahahaa. Also, le717 stealing? These are clearly desperate times.1 point -
RRU Quotes 2: Reckoning
aidenpons reacted to le717 for a topic
Eagle98: (10 March 2015 - 06:37 AM) I looked at LRR again and I kind of see why it didn't have as much as an appeal to other people as it did with me JimbobJeffers: (10 March 2015 - 06:41 AM) Because the Rock Raiders kill themselves? Because a landslide occurred? Because another landslide occurred? Because your air supply is running low? Because the game crashed on Frozen Frenzy? Because you see the Tunnel Transport but can't use it un-modded? Because yet another landslide occurred? Because slimy slugs are invading your base? Because Rock Monsters are mashing up your base? Because slimy slugs are still invading your flippin' base? Because another frickin' landslide has occurred? Because that stupid lost Rock Raider took a whole team to locate? Because the Energy Crystal seam in Explosive Action is unreachable? Because A LANDSLIDE HAS @~#!&^$ OCCURRED?! JimbobJeffers: (10 March 2015 - 06:41 AM) Nailed it.1 point
