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Showing content with the highest reputation on 04/10/2015 in all areas

  1. The Ace Railgun

    I'm baaach

    Err, I mean back...dam you SPELLCHECK, well it didn't take nearly as long as I thought it would but life has settled down. Lots of things have changed too, I've got an official start date for transitioning, which'll be in about a month, final projects have started and I've got something like a script worked out for the Anime project that I'm going to start typing up this month, as well as the layout for the story boards which I'll start printing off this month as well. I watched an anime called Shirobako, which is an anime about making anime, that really helped with the process of making anime. And lastly I've created two more languages, which I shall post some time soon. So what've I missed on RRU, if anything? And oh my gods I just realized my Avi is still in christmas mode. Time to change it...
    8 points
  2. Drill Master

    Reach

    Du du du duuuuuuuu! New track! Reach! Listen! Now! Yay! https://www.youtube.com/watch?v=fX9MqMAjv_s Fushi's art skillz show off again!
    5 points
  3. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Small Update: So I've been working on the power system for about 2 days and kind of got it working. I'll give it another day but if I can't get it 100% I'll be releasing it as is as it currently doesn't do anything anyway. While the original RR required players to have a Power Path to place a building next to, I've opt to allow buildings and paths to be placed at any location. This was not only easier to code but just a quality of life change to the original (Side note, "Building Pads" act the same as a power path, so the pass power through and buildings can touch directly). Few things about this image below. It shows off Power Paths lighting up! Which was quite satisfying to see after 2 days of work. You'll also notice the building Power Paths really pop out, I tested out a way to enhance the visuals on it but it requires a bit of texture manipulation so I may skip on applying it on the other tiles for now. Also Power Paths themselves, I've had them working for a short while now, they tile correctly when next to other paths. Last but not least, Ice theme being shown off here, I briefly mentioned it in a earlier post. Its a simple line that can be altered in the mission file to what ever themes that are setup (Currently "Base" aka Rock and "Ice).
    4 points
  4. le717

    I'm baaach

    An AVI is an Microsoft video container format. Get it right.
    4 points
  5. Seaborgium

    I'm baaach

    Careful. Say those things to a German composer and you may end up with a Baroquen back.
    3 points
  6. someswedish

    [Experiment] If you were a Boss, what would your attacks be?

    Attacks: Primary: [Flaming Metal] - Weapon is set on fire, which grants a chance to burn enemies upon hit. [Fire Dart] - Spits small but rapid fireballs at target. spits up to 3-5 fireballs. Secondary: [Elemental Roulette] - Summons a random elemental that spreads around the battleground, dealing damage to enemies. [Experimental Alchemy] - Throws a glowing bottle towards the enemy feet which releases a gas cloud that grant a random status effect or buff (can be positive or negative)
    2 points
  7. Jimbob

    [Experiment] If you were a Boss, what would your attacks be?

    Jimboss Attacks: Primary: [Orange Transparent Chainsaw] - {Slice the opponent, dealing five successive attacks - each hit increases in damage} [Vera] - {Standard ranged weapon, successful kills with this gun grant a temporary morale boost} Secondary: [Fly Swatter] - {Momentarily stun the opponent and deal minor damage with this massive fly swatter} [Trapped Gas] - {Release a pungent cloud so thick that it temporarily blinds all surrounding opponents} Shinies to anyone who gets the Vera reference.
    2 points
  8. MaelstromIslander

    [Experiment] If you were a Boss, what would your attacks be?

    Oh hey this sounds pretty interesting. I have pretty simple attacks. So there won't be very big descriptions. Attacks: Primary: [buzzsaw Slice] - Attacks in a vertical line. 35 Damage. (Depends on how much health the player has. I'm going with 100) [buzzsaw Slash] - Attacks in a horizontal line. 41 Damage. Secondary: [Maelstrom Bricks] - Purple bricks fall and try to crush the player. 10 damage and paralyzes the player for 5 seconds each. [Maelstrom Armor] - At 50 health Maelstrom energy forms Dark Ronin armor around the boss which gives him 10 protection. (Player's damage is lowered 10%) Due to my simple attacks, i'm sure i'd be either the second or first boss of a game and ben would probably be the fifth.
    2 points
  9. aidenpons

    I'm baaach

    Is this your location or your gender? well we're currently dealing with a pony invasion, but things are settling and there's the Lego Dimensions as well. Four usages of the word "anime" in a single sentence is outlandish.
    2 points
  10. Seaborgium

    I'm baaach

    Funny, I'm haaandel. Small world, eh? I can't remember if we met in our past incarnation. Do you still have that atrocious wig?
    2 points
  11. Ayliffe

    LEGO Elves Episode 1-FINALLY!

    2 points
  12. k-g

    LEGO Stunt Rally development artwork

    Hello, As a thank-you to the community here for helping me get the game running again on a modern PC, I'll be posting some images from the development of the game. I'll start at the very beginning: the pitch! The following images were created as we were pitching the game to LEGO Media. The original concept was pretty clear from the beginning: it was LOCO meets Micro Machines. We iterated on these images as you'll see below. The original name and logo we whipped up for the pitch. The game kept the name for much of the development period. Probably the very first mockup. Here we are just exploring the view angle, car size on screen, what kind of information to show on screen, that sort of thing. UI Mockups Some vehicle ideas. The original pitch included quite a bit of customization to the car - the player would be able to tweak springs, rubber bands, tyres, etc. for optimum car performance. Character profiles - we all loved the punk guy from LOCO. Early ideas demonstrating the in-car camera view. First sketch for the workshop. More to come!
    1 point
  13. Drill Master

    [Experiment] If you were a Boss, what would your attacks be?

    This is an experimental thing for an "RRU The Game" (Not official name) that I am creating. I want to know, if you were a game boss, what would your attacks be? To narrow down the choice range, please follow the guidelines below. Limited to 4 Attacks No instant death attacks Status changing attacks Are Allowed (can affect the attacker or yourself. No attacks causing "eternal effects" though a "petrified" effect is allowed." No Insane Skill Changes (Skill changes are allowed like increased speed, but no insane over 9000 increases.) Multiple hit attacks are allowed with the max being 5 hits Double effect attacks are allowed (for instance, damage and paralyze in one attack.) Healing is allowed. No full healing though. Attacks must be original Keep attack descriptions simple for ease of understanding I am only asking for attacks. Additional info may be overlooked. I think that will cover it for now. If I find the need to change something I will let you know. Moving on to format. Please post your attacks using this set format: Attacks: Primary: [Attack 1 Name] - {Attack 1 effects} [Attack 2 Name] - {Attack 2 effects} Secondary: [Attack 3 Name] - {Attack 3 effects} [Attack 4 Name] - {Attack 4 effects} Keep the brackets. Choose 2 attacks as Primary and 2 as Secondary. If you have any questions about a certain attack, please ask.
    1 point
  14. McJobless

    [Experiment] If you were a Boss, what would your attacks be?

    Attacks: Primary: [shellshocker] - {
    1 point
  15. Sluicer

    Help needed: How to view maps

    I can imagin that. Exporting/converting is one thing. Currently I have no tool for that. I do it with unit tests. But it should be easy to put a exe around. But Importing. That is another level. It is not done with creating the track. You will also need a matching .bvb and .dbd file and so on. .dae file creation once passed my way. I did not like that. I created a file like that from the docu but blender did not open it. Than I exported a .dae file with blender and used that as reference for my implementation. It worked but looked very different to that one from the docu. So I think it is not easy to implement a tool that can handle .dae files (all possibilities). Are there other formats I could use? Here are most of the tracks in .obj (no collision files, no colores). RACEC2R3 is missing and the left out the TEST track. http://oresome.rockraidersunited.com/download/243 I have also generated matching .mtl files. But they are not referenced in the .obj files. So I did not upload them. For now they would be useless. Currently I am only online for a short time slot once per day. So an update or tool may take some time.
    1 point
  16. Astro-Space-Guy

    [Experiment] If you were a Boss, what would your attacks be?

    If i were to have a boss battle, i'd be on an unreachable platform with an organ piano launching projectiles or opening doors letting out enemies, and etc. So that's an example of my attacks, so heres the names. Attacks: Primary: [Organ Pipe Missiles] When first fired, it leaves a large red 'X' on the ground marking where it will fall. Dealing a large area of 54 damage. (Note: each note from the organ launches a missile) [Cane Swipe] Deals 67 damage. Secondary: [stampede Of Vermin] Gates on both sides of the room open and a massive stampede of rats run around the room, slowing the opponent for 50 seconds. (Which is the same duration of the stampede) [Poison Grenades] (Look like tiny bombs) Poisons the opponent for 5 seconds. Dealing 12 damage per second. I would also like to note that the platform is closed by an iron gate which can be destroyed by any weapon the opponent has, which then begins a face-to-face boss battle. I also wouldn't be using my astronaut avatar, i'd be my plague doctor avatar ) So yeah, that's all. I'd might be the 7th or 5th boss based on my attacks. Oh, and upon defeat, i would praise the opponent for his victory upon me defeat, jump up and stand on my cane like you would with a pogo-stick and bounce out the battle zone. And i would like to point out "ONE MORE THING", i want my boss theme to be inspired by this strongly. http://virt.bandcamp.com/track/the-science-wizard-explodatorium
    1 point
  17. Ben24x7

    [Experiment] If you were a Boss, what would your attacks be?

    Okay then. Okay then. but really, why are member sending up with their posts repeating itself, did they press the "Add Reply" button once too many?
    1 point
  18. MaelstromIslander

    [Experiment] If you were a Boss, what would your attacks be?

    For fun, or DM's making a game. Probably both (And i hope so.)
    1 point
  19. Drill Master

    [Experiment] If you were a Boss, what would your attacks be?

    Ok Mael made a good point. Ben if you wouldn't mind simplifying your boss attacks a bit. Added rule in OP.
    1 point
  20. Axel

    Axel's Mod 1.5 (Updated, 4/10/2015)

    Just to give you an idea of what this is. It's a Work-In-Progress Dirt Wall texture for a revamped ROCK biome. If I'm satisfied with this kind of thing, all biome textures, including those on scenery objects, will be getting this treatment. Suggestions welcome! ^_^
    1 point
  21. Ben24x7

    [Experiment] If you were a Boss, what would your attacks be?

    Attacks: Primary: [Crusher Attack] - { One hit = -30, Notification of Crusher location 5 seconds before Impact } [bomb Attack] - { One hit = -40, 6 seconds to Charge attack, Redirectable (depending on game mechanics } Boss impacted by bombs = Onto Secondary attacks/defense. Secondary: [Laser Wall] - { One hit = -40 plus throwback, manoeuvres slowly } [Throwback Panels (Defensive)] - { One hit = extreme catapult, damage only from fall damage } Player pulls Boss from machine/mainframe/chassis = Boss end.
    1 point
  22. le717

    LEGO Dimensions

    Interesting article about legodimensions.com, some oversight on WB/LEGO's part, and how this guy did a good thing for LEGO. http://arstechnica.com/gaming/2015/04/how-a-journalist-briefly-got-control-of-a-major-new-gaming-brands-domain/
    1 point
  23. Shadowblaze

    I'm baaach

    Ohey, welcome back! Settling into half of RRU becoming bronies, robots, elephants, or eyes. Please... Macchiavellian Bach is the name of the music that plays in one of the levels in Portal 2. Niccolò Macchiavelli is a writer and philosophist, Johann Sebastian Bach is a composer and musician.
    1 point
  24. Fluffy Cupcake

    ◄[LR2] Voiced Scripts►

    Reskin mod? There is no 'reskin'. What you are seeing on the stream right now is random textures modifications I've done outside this mod. I'd like to hear you try anyway, the female voice actress supply is very limited right now (we've got only two girls doing almost everything).
    1 point
  25. BobaFett2

    I'm baaach

    My Classical and Romantic repertoire beats your Baroque one anyday.
    1 point
  26. Fluffy Cupcake

    I'm baaach

    Oh nope, totally not at all. Well at least it happened in a different way this time. Everyone went as insane as you would expect on RRU, and there wasn't a battle to be taken seriously. Welcome back Ace.
    1 point
  27. Astro-Space-Guy

    Bad Translations

    Original text: "An alien war fleet is attacking your space station!" ...43 translations later... "A cake missile has eaten mars!" Wat ._.
    1 point
  28. le717

    I'm baaach

    Howdy Bach! Beethoven wanted me to ask if you got to say hi to Mozart and Handel while you were away.
    1 point
  29. Wognif

    I'm baaach

    Welcome back!
    1 point
  30. someswedish

    I'm baaach

    Hello, as of now the herd has come back
    1 point
  31. Sluicer

    Help needed: How to view maps

    Do you mean the tracks files (3D) or the map images (2D). I could convert the tracks and or the colliding data in .obj files if you are interested in them. Or do you prefere another (simple) format?
    1 point
  32. Ayliffe

    LEGO Dimensions

    "So you could put Wyldstyle in the Batmobile." GEE GUYS I WONDER IF THAT'S BEEN DONE BEFORE
    1 point
  33. Alcom Isst

    LEGO Dimensions

    Looks like some sort of love letter from LEGO to Warner Bros. Might as well say "Visit all of your favorite magical and incredible Warner Brothers movie titles!"
    1 point
  34. someswedish

    LEGO Elves Episode 1-FINALLY!

    That's going to be my new war cry!
    1 point
  35. MaelstromIslander

    LEGO Stunt Rally development artwork

    I've seen pikachu (Seriously who doesn't know who pikachu is) But i kind of had a hard time trying to notice the face on the orange is his. I have no idea who meowth or poliwhirl (then again i don't know a lot about pokemon names or characters.) oh i also made a poster:
    1 point
  36. 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
  37. 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.
    1 point
  38. k-g

    LEGO Stunt Rally development artwork

    Here is the next batch of vehicles photos (dated 5-10-'99). Hurray! The muscle car has been finalized!
    1 point
  39. Drill Master

    Hero

    Boop! That time of week again! Introducing "Hero", a new track using all real instruments. Once again, amazing artwork by the Fushi of Gisaur! Your thoughts? https://www.youtube.com/watch?v=PVSGdkR6hNY
    1 point
  40. k-g

    LEGO Stunt Rally development artwork

    @jamesster: Wow, you really know your bricks! Pretty interesting to see that some of these bricks were never released in those colors. I don't really remember, but I think we may have received some of those models. We had no idea at the time these were using rare pieces though! I guess that would make them worth quite a bit to a collector these days. @JimBobJeffers: These models were made at the time while I was working on a different game. I would re-join the team later, by when the characters and most of the vehicle designs had been finalized. I'm pretty sure our team intended to have original characters only for the game, and not use any existing Lego characters. The jungle boss, Snake, was based on Colonel Kurtz from Apocolypse Now - his face paint is inspired by Kurtz's face paint pattern. Here is the next batch of photos (dated 29-9-1999). Another failed attempt at the muscle car, by the looks of it. This is easily my favorite design of the X-car. Probably didn't pass the safety test. (Yes, still more to come!)
    1 point
  41. Phantom Terror

    Protector Combo-MOCs (Fire, Stone, Earth, Ice, Water, and Jungle)

    So my previous topic was an April Fools joke (who would've guessed). This time it's for real. Today I bring you... The Protector of Valor AND The Protector of Wisdom These MOCs use parts ONLY from the three protectors each. Protector of Wisdom uses parts from Protector of Ice, Protector of Jungle, and Protector of Water. Protector of Valor uses parts from Protector of Fire, Protector of Stone, and Protector of Earth. They are meant to be revamps/remakes of these combiner models from the old BIONICLE. (Photo credits to TLH)
    1 point
  42. k-g

    LEGO Stunt Rally development artwork

    Here is the next batch, (dated 23-9-1999). Note the Danish text on the table. (looks like there were two X-car prototypes at this point!)
    1 point
  43. k-g

    LEGO Stunt Rally development artwork

    @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!
    1 point
  44. k-g

    LEGO Stunt Rally development artwork

    @Pereki: No, I'd never seen the punk minifig, but you're right, his design was probably inspired by "our" punk. @MaelstromIslander: The name change came from LEGO, and I don't recall the reason they wanted to change it. @Jamesster: Yeah, I don't know why we didn't put Eamon the skeleton (I seem to recall all the skeletons in Loco were called Eamon?) in LSR...
    1 point
  45. Hamhock666

    Classic LEGO Games Ported to Garry's Mod/SFM

    gmod map with models from lego island 2 i made. I was able to convert the models from a post on this website a while back, and just found this website again, figured I would post this here. http://steamcommunity.com/sharedfiles/filedetails/?id=295897079 Also a half done remake of the lego island 2 island: http://steamcommunity.com/sharedfiles/filedetails/?id=298579801
    1 point
  46. MaelstromIslander

    Stunt Rally Minecraft Skins

    From the album: Other

    Did it cause i could, the only good one of the symbols would probably be the scorpion. I'm going to make lucky later and probably helmetless versions.
    1 point
  47. Cyrem

    ~The Brony Herd~

    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
  48. McJobless

    ~The Brony Herd~

    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
  49. Retsnom Kcor

    ~The Brony Herd~

    So I was looking for Rock Raiders related pictures on Google Images and found something that genuinely surprised me. 100% relevant.
    1 point
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