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Showing content with the highest reputation on 04/06/2015 in Posts

  1. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    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
  2. Fluffy Cupcake

    Xiron's 3D LEGO Island Comics

    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
  3. Alcom Isst

    RRU Quotes 2: Reckoning

    [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 it
    2 points
  4. k-g

    LEGO Stunt Rally development artwork

    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
  5. Drill Master

    RRU Quotes 2: Reckoning

    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 job
    2 points
  6. emily

    LEGO News about LEGO News

    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: BZPower
    1 point
  7. Wognif

    Xiron's 3D LEGO Island Comics

    Is it just me or is there someone stuck to the ceiling of the tunnel in panels 13 and 14?
    1 point
  8. Phantom Terror

    [VIDEO] BIONICLE: Mask of Light Trailer (G2)

    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 the
    1 point
  9. le717

    [VIDEO] BIONICLE: Mask of Light Trailer (G2)

    https://www.youtube.com/watch?v=OAsDjgRi1P0 https://www.youtube.com/watch?v=OAsDjgRi1P0So why did it work for me? :S
    1 point
  10. Fluffy Cupcake

    Xiron's 3D LEGO Island Comics

    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
  11. Fluffy Cupcake

    Xiron's 3D LEGO Island Comics

    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
  12. Ben24x7

    Xiron's 3D LEGO Island Comics

    Don't believe that LEGO ISLAND 4 is confirmed? Here, have an Official Poster; ... ...Oh, nice strip by the way.
    1 point
  13. le717

    LEGO Media E3 2000 footage?

    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
  14. TalonCard

    Adventurers Time Period

    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. ) TC
    1 point
  15. Cirevam

    LEGO Stunt Rally development artwork

    "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
  16. lol username

    LEGO Stunt Rally development artwork

    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
  17. k-g

    LEGO Stunt Rally development artwork

    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
  18. lol username

    LEGO Stunt Rally development artwork

    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
  19. McJobless

    RRU Quotes 2: Reckoning

    I cut out all the unfunny ones.
    1 point
  20. Fush

    RRU Quotes 2: Reckoning

    [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 hours
    1 point
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