Leaderboard
Popular Content
Showing content with the highest reputation on 04/06/2015 in all areas
-
Cave Raiders (Rebuild of Rock Raiders)
Pixus and 2 others reacted to Packer for a topic
Progress is good, I've got 2 more school days and then I'm off for less than 2 weeks. If all goes well I'll have something released about mid way through my holiday. Against my better judgement I've updated the engine I'm using to the latest development build which has fixed several issues but caused some really bizarre bugs. So I've been back pedaling a bit and fixing problems. In terms of the release, I've said before that the game will no doubt be buggy so I'd like to go into brief details of what is possible and not. The game runs smoothly for the most part, the occasional delayed spawning of the cave pieces but only after loading them in for the first time. Ground vehicles are working as intended in terms of driveability and collision, originally they were falling out of the caves (They don't have a function other than transport for now). Current tools such as the jack hammer and shovel are in and working, while the rest are shown in the menu they cannot be equipped. Buildings may have power in the first release, entirely depends if I can get the path system to work as intended. You can also place buildings but the visual indicators aren't great as the only square that gets checked is the one you're on. Now into the gritty stuff, Multiplayer is in but only sorta works. Mostly down to sending the clients relevant information and adding additional updates to the ones I have done. There is a inventory bug at this current moment where it will just stop working for no known reason, I'm trying to track this down before release. So if you want to play with a friend or group, just be aware that they won't be able to operate menus or see stats on things... some times (Alpha's in a nutshell). I'll try to get some sort of bug report page working, I really need people's input for this game to be bug free as possible. So one of the key structures to Cave Raiders is the possible map sizes, I've capped it off at 48x48, in the image below it shows the scale of how big it can be. If you look closely at the bottom left you can see an orange spec in the rubble which is a player. With slight adjustments the scale can be made bigger however, 48x48 was chosen as it affects loading and frame rate on the player. Also (from memory) that was the limit in RR, if it was any bigger the travel time is immense not to mention mining times to even make it from one side to the other. This map size would only be used on an extreme map or some kind of sandbox level to begin with. The max map size (48 x 48):3 points -
Xiron's 3D LEGO Island Comics
Wognif and 2 others reacted to Fluffy Cupcake for a topic
Ever wondered how you can see in the tunnels/caves without any proper lights, or at the very least, where the lights we can see come from? Well this week we get to find that out. Light In The Dark Larger version here The guy in blue is a guest to the island.* Well I don't know what you were expecting, but LEGO does revolve largely around imagination. =P Here are close ups of what is going on in the background of panels 9 and 15.3 points -
Light in The Dark Panel 15 Background Scene
Ben24x7 and one other reacted to Fluffy Cupcake for a gallery image
From the album: In The Background
Green or Red brick, what do you choose?2 points -
RRU Quotes 2: Reckoning
Ayliffe and one other reacted to Alcom Isst for a topic
[6:11:16 PM] Ciprian: I need potato [6:11:19 PM] Ciprian grows a melon patch [6:11:22 PM] Ciprian: Oops, wrong button [7:00:00 PM] Hugh Wotmeigh: Well, to be fair. [7:00:03 PM] Hugh Wotmeigh: He was kinda right. [7:00:07 PM] Hugh Wotmeigh: LMO came out. [7:00:13 PM] Hugh Wotmeigh: But it was and is awful. [7:00:40 PM] Alcom Isst: I forgot why LMO was awful. [7:00:47 PM] Alcom Isst: I just remember missing my knight. [7:00:52 PM] Cyrem: oranges could play it2 points -
LEGO Stunt Rally development artwork
Alcom Isst and one other reacted to k-g for a topic
Hi kaitodaimon, I'll answer your questions as best as I can: 1) Do you have any knowledge regarding the intro cutscene in stunt rally, since the intro cutscenes from the retro-LEGO games, are more detailed than the moden LEGO game´s cutscenes, in terms of lightning and overall details. As others have pointed out, the intro cutscene is pre-rendered and in a different style from the modern games. The intro and victory videos were indeed done by another studio, while the in-car camera shots were made by IG. As for the increased amount of detail compared to the modern games, my guess is that back then LEGO didn't have their preferred style nailed down for cutscenes. I'm pretty sure that by now they will have very strict guidelines as to how minifigs need to look and move in animations (in whatever medium). 2) Do you remember how many of the models in the game were based upon actual LEGO sets? As for vehicles, only the cars of the playable characters were based on existing LEGO sets, which were being developed at the same time. The characters themselves were designed by a few of IG's artists. 3) What was your biggest reference in the development of the models and the structure of the layout for the game? For the cars, we received the actual toys, photos, and rendered images that were being made for the cutscenes (I will post some of those later). We didn't reference anything for the structure and layout of the game. 4) Is there any particular reason that none of textures for the minifigures had gradients implemented to them? It sounds like you are using "gradients" to describe the rendering style. Some of the plastic in the pre-rendered movies in LSR looks more shiny/glossy than IG's renders. This has nothing to do with the textures, but rather a setting in the material. That setting in the material says how shiny/glossy should look when rendered. So the different teams used different settings for the plastic materials. The lighting will also be different - in IG's movies/renders, we aimed to have very soft shadows. 5) Were there any restrictions in the development process from LEGO that you remember? Absolutely. Working with any publisher or holder of an Intellectual Property (IP) (also often referred to as a "a license"), there are always guidelines on what you can and can't do with the characters/world. etc. One starting point was that we were given was a fairly strict set of colors to use. So, for example, if something is red it needed to be a precise RGB value set by LEGO, we couldn't just pick a color red that we liked. This kind of stuff is standard when working with an IP. Things got a little weird at times though. For example, at one point we were told to change the color of all the city roads from dark grey to light grey. We had based our roads on existing (but slightly less common) dark grey road plates, and we argued against the light grey because a) it didn't look as nice (due to the lower contrast) and b) it would be a considerable task to change it all (re-work all the road textures and re-render all the icons (twice actually because the game has two UI sizes)). I've seen some screenshots with the dark grey roads online, but they are all light grey in the final product. One major change that LEGO demanded was the removal of the steering. People on this forum have discovered the hidden FREEFORM driving mode, which was actually the default mode during much of the development. The team was pretty gutted when that request came, but LEGO's point was that the game was too difficult for its target audience. Driving controls with an isometric view is quite counter-intuitive, so you can see their point. With the simplified controls, the game became a scalectrix type game. For the very first level of the campaign, we aimed to make it so easy that you could win by just holding the accelerator the entire race (with any car!). Obviously, that is the most boring level to test, so we had an orange do it. We placed an orange on the up cursor button on the keyboard and just waited for the result. The first level needed to pass "the orange test", which became a bit of a meme inside the team. I may have an image of the orange in question, I'll see if I can find it.2 points -
RRU Quotes 2: Reckoning
aidenpons and one other reacted to Drill Master for a topic
On 04/03/2015, at 7:14 AM, JAL wrote: > Anyone here currently have ORAS? I can't seem to connect to the PSS On 04/03/2015, at 7:17 AM, JAL wrote: > Ok nevermind On 04/03/2015, at 7:18 AM, JAL wrote: > There was an update that my 3DS neglected to tell me about On 04/03/2015, at 7:18 AM, Alcom Isst wrote: > Dammit, Drill. On 04/03/2015, at 7:18 AM, JAL wrote: > What? On 04/03/2015, at 7:19 AM, Alcom Isst wrote: > You made me save my Resume as a .3ds file instead of a .pdf file! On 04/03/2015, at 7:19 AM, JAL wrote: > lol On 04/03/2015, at 7:22 AM, Ciprian wrote: > good job2 points -
LEGO News about LEGO News
aidenpons reacted to emily for a topic
Some of you may already be aware of LEGO News Show - a series of online shorts LEGO has been producing to advertise their product range that up to now has been available exclusively in German. BZPower has the scoop that the series has gained enough appeal to make the leap to international distribution. That means more languages - including, most importantly to monoglots everywhere, English. If you're curious you can see the 9 already available episodes in German here. Sources: BZPower1 point -
An Update on the Jeep Partnership
noghiri reacted to Ayliffe for a blog entry
I've just received an email from Jeep regarding my previously mentioned partnership with them, and seeing how important it is I thought I'd post it here for all of you guys to see: So there you go, my partnership with Jeep is officially over.1 point -
Xiron's 3D LEGO Island Comics
Fluffy Cupcake reacted to Wognif for a topic
Is it just me or is there someone stuck to the ceiling of the tunnel in panels 13 and 14?1 point -
[VIDEO] BIONICLE: Mask of Light Trailer (G2)
Fluffy Cupcake reacted to Phantom Terror for a topic
Hey guys. I've been working on something over the weekend and I'd like to keep it to myself and bask in its awesomeness share it with you. So here we go. Embedding isn't working. So here's the1 point -
[VIDEO] BIONICLE: Mask of Light Trailer (G2)
Sharkly reacted to le717 for a topic
https://www.youtube.com/watch?v=OAsDjgRi1P0 https://www.youtube.com/watch?v=OAsDjgRi1P0So why did it work for me? :S1 point -
Xiron's 3D LEGO Island Comics
Jimbob reacted to Fluffy Cupcake for a topic
I like how almost all the comments so far have been about The Infomaniac. Infomaniac: The Show Stealer, coming soon to a screen near you. Not only does he steal the attention in games, but comics too!1 point -
Xiron's 3D LEGO Island Comics
Ben24x7 reacted to Fluffy Cupcake for a topic
Did you look at the pics after the comic? Yes? No? Well it should answer your question. @Ben: Nice pic. Edit: I couldn't actually tell that was info's hat from mobile. It's even better now that I know it is that. xP I didn't do no scaling on it...1 point -
Xiron's 3D LEGO Island Comics
Ayliffe reacted to Ben24x7 for a topic
Don't believe that LEGO ISLAND 4 is confirmed? Here, have an Official Poster; ... ...Oh, nice strip by the way.1 point -
LEGO Media E3 2000 footage?
Fush reacted to le717 for a topic
I'm trying to extract the videos (jamesster asked me), and so far, I've come to this conclusion: A really old browser with really old plugin software to run really old (and broken!) code, There's a ton of PHP and JS processing going on here, and I keep hitting an undefined JavaScript function (and looking further, faulty logic!). I'm also having dad find a really old copy of RealPlayer (he has it somewhere) to assist. I'm doing my best to work around it, but don't expect anything tonight unless a miracle happens.1 point -
Adventurers Time Period
Lair reacted to TalonCard for a topic
This is interesting--two dates I hadn't heard of before. I'd noted in my LEGO timeline: The only exact date for the Adventurers theme comes from the German audio drama The Hunt for the Pharaoh’s Treasure, which puts the Egypt theme in 1910. The LEGO Book indicates a 1920s setting, indicating that at least one of the subthemes takes place in that decade. The Chinese city of Xi’an appears in the Orient Expedition online comics—this is a real city that was renamed in 1928. The author of Curse of the Mummy doesn’t seem to have been aware that the Adventurers theme was set early in the 20th century, as the airport scene includes a modern-day helicopter and Kilroy’s coded message is sent via fax machine. So now we have a couple of different exact dates for the Adventurers time period: 1910 - Hunt for the Pharoah's Treasure 1922 - 75900 Mummy Mystery set 1925 - Orient Expedition CD 1933 - LEGO FAQ 1925 is consistent with the Xi'an shoutout, though it's unlikely that everyone would have stopped calling the city that as soon as it was renamed, so 1933 is an outlier but still reasonable. Except for 1925/1933 (as those are two different dates for the same events), these dates aren't mutually exclusive--the Indiana Jones films spanned a longer period of time than this. (Even longer if you count the TV series.) For comparison, Johnny's adventerous peers in other themes have some hard dates too. The Pharoah's Quest series is locked in at August, 1924 thanks to the "Adventure Journal of Professor Archibald Hale" on LEGO.com, which provides day-by-day entries for the events leading up to Pharoah's Quest. Dr. Artimus Rhodes from the Atlantis theme backstory made his expedition to the underwater kingdom from August-September 1919, according to the "Secret Journal of Dr. Artimus Rhodes", also on LEGO.com. (Johnny Thunder had a similar diary in the "Minfigure Handbook: Adventurers" online feature, which had entries from April to October detailing non-theme related adventures, but no year was given. ) TC1 point -
LEGO Stunt Rally development artwork
Lair reacted to Cirevam for a topic
"Playable by fruit" has surpassed "cow car" and "testercall" as most hilarious things done by LEGO game devs. Stunt Rally really has made its place in history.1 point -
LEGO Stunt Rally development artwork
aidenpons reacted to lol username for a topic
Hahahaha, oh man. I don't know what I was expecting but that's hilarious. You mean you don't draw Pokemon on your fruit?1 point -
LEGO Stunt Rally development artwork
Car CrazeXVI reacted to k-g for a topic
This is how we tested the first level (maybe the 2nd level as well, I don't fully remember). Several members on the team needed orange help. This model was actually in the game for a while - we wanted to keep it in as an easter egg, but of course there would be too many legal troubles if anyone ever found out, so we took it out.1 point -
LEGO Stunt Rally development artwork
Lair reacted to lol username for a topic
Oh indeed they do... For those who might be curious, here's some beta screenshots with dark grey roads: http://www.brickshelf.com/cgi-bin/gallery.cgi?f=468828 It's a shame the controls got simplified, but that is pretty funny.1 point -
1 point
-
RRU Quotes 2: Reckoning
noghiri reacted to Fush for a topic
[1:46:23 AM] Jamesster: dino attack took place in 2010 right? [1:46:43 AM] Jamesster: and lego city undercover takes place in 2012, according to some billboard about an election in-game or something? [1:46:55 AM] Jamesster: so did the city just sort of [1:46:57 AM] Jamesster: get trashed by dinos [1:47:03 AM] Jamesster: and get totally rebuilt within two years [1:47:16 AM] /)¢( Krysto: have you seen minifigures build? [1:47:17 AM] Will Kirkby: duh [1:47:17 AM] Will Kirkby: yes [1:47:23 AM] /)¢( Krysto: that s*** didn;t take more than 2 hours1 point
