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Showing content with the highest reputation on 10/08/2015 in all areas

  1. lol username

    LEGO Nexo Knights

    guys help I've been sent to an alternate dimension where CGI exists but it's still the 80s
    5 points
  2. emily

    LEGO Nexo Knights

    That's not the feeling I get from the trailer. It has to be noted that it frames Lance as the protagonist and victor of the narrative - two squabbling, obviously silly knights are fighting over the woman, then a "real man" who meets her needs comes in to sweep her away. Even if they go for the redemption arc for him, there is a really troubling underlying ideology to the treatment of the woman as a trophy that bothers me a lot. I realize this really isn't the place for a more in-depth discussion of representation in the media, so suffice to say I would respond by asking why the target can't be expected to accept a more nuanced female character, and wondering whether it is okay that that is acceptable by our modern standards.
    2 points
  3. Fush

    LEGO Nexo Knights

    1 point
  4. Quisoves Potoo

    LEGO Nexo Knights

    If I know my cliches, this isn't the message that will be sent. Rather, he'll start out as a shallow, unlikable, skirt-chasing jock, who in time is taught compassion, empathy, and common decency by his friends (mind, I have known this to happen in real-life.) I could be totally wrong, but such a character simply isn't an audience identification figure, unless your audience consists of a bunch of alpha-male jocks. Ah yes, the generic tomboy. A tiresome trope, though by the same token, I'm not sure if the average target-audience-age boy can be counted upon to appreciate a more nuanced, less macho, female hero. I see where you're coming from, but I don't think that's what was being aimed for. Rather, I think the point was merely to emphasize the juxtaposition of the Chivalrous Days of Yore with futuristic, post-industrial technology. It leads to some troubling conclusions, granted, but I don't think it was meant to be condescending. EDIT: For my part, I'll just try to ignore the story, as I have for Ninjago, Hero Factory, Chima, etc. The sets look interesting, and that's what matters for me. EDIT 2: I do admit to being annoyed by the lack of creative-world-building. LEGO seems to have taken a far too obvious route. Downloadable powers! Robot Merlin! Sigh. There's so much more that one could do with the premise. Instead, it rather seems to cheapen both genres.
    1 point
  5. emily

    LEGO Nexo Knights

    As with Ninjago and Chima, sets range from 'okay' to 'pretty neat' while the story makes me want to curl in a ball on the floor and cry. LANCE!!!!! HES COOL CAUSE HE HAS BIG BIKE AND WINS THE WOMEN WHICH ARE OBJECTS TO BE FOUGHT OVER MACY!!!!! SHES A PRINCESS BUT DONT WORRY WE ARE BEING SUBVERSIVE AND NOT BAD BECAUSE SHE IS ALSO OF FIGHTS AND DOESNT AFRAID OF ANYTHING It looks like the generic knights are the soldiers from the original yellow castle? That's fair, but why is one of the good guys a Black Falcon? Also, really, really turned off by the WE HAVE TECHNOLOGY, THAT MAKES US SO MUCH BETTER THAN YOU STUPID NOT TECHNOLOGY HAVERS thing going on in the character vids. Like, really? In sum, "I don't know what I expected" EDIT: This is so right. How can the outcome be so wrong
    1 point
  6. Ayliffe

    LEGO Nexo Knights

    Revealed at NYCC! Also a trailer (or two): And a teaser website! So yeah, this is a thing now. Um.
    1 point
  7. risingstar64

    HTML5 Rock Raiders Remake

    Looks like I was a bit too optimistic, but I've finally decided to release the next stable build. Once again thanks to Le's advice, I've setup a github-pages branch for the project repository so that I can more easily keep the web build up to date. Going forward, the most recent stable version of the game can be found at http://rystills.github.io/rock-raiders-remake/. The game has been cleaned up a lot since the last release, and should feel a bit more like the original. While there is still a lot to do (especially with regards to the UI) things are moving along very nicely. For a full list of changes, check out the github commit history. Current controls (I know these are different from the original for the time being, but please bear with me here): -F to enter fullscreen mode (currently this does not scale the canvas size, but will hide everything except for the canvas) -arrow keys to control camera -left click to select a single raider or other object -hold ctrl and drag mouse to drag a selection box which can select multiple raiders at once -right click to tell all selected raiders to execute a task -left click to use any and all UI buttons Finally, note that at the moment raiders lack random movement offsets, and therefore love to walk inside of each other, making it impossible to tell how many raiders are in the same spot at times. To determine how many raiders are on top of each other, simply select them all with control and the selection text at the bottom of the screen will tell you how many raiders are selected. To select just one of a group of raiders that are on top of each other, just left-click. With regards to the buttons, most function the same as in the original game. However, raiders do not automatically stop their current task when selected, although they will not automatically start a new task unless you assign it to them via a rightclick or deselect them first. To stop a task that a selected raider is performing, press the button that looks like a red and white crossed circle. EDIT: Almost forgot, I haven't implemented a visual indicator for each raider's held tools yet, but as in the original first level the raiders do not start out with shovels, only drills. If you want to sweep some rubble, you must first send the desired raider to the toolstore to pickup a shovel by selecting one or more raiders and pressing the shovel button.
    1 point
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