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Showing content with the highest reputation on 02/17/2016 in all areas

  1. dsdude123

    LEGO Case for Arduino Ethernet

    Recently, I have been working with an Arduino Ethernet (well, not an official Arduino. It's an Andymark clone that's just as good) that I found buried in my robotics teams many boxes of electrical components. We had never used it before and it wasn't surprising considering we don't have any means of programming it (unlike the Uno, this device requires an FTDI cable or ISP programmer). Currently I am working to find an alternate method to loading sketches onto the board. That aside, I felt that the Arduino ought to be out in some sort of case while I work on it. I attempted to 3D print a case for it that was provided by the manufacturer but the results were sub-par (a case means the whole thing not just a bottom plate). Not currently willing to take the time to CAD a new case, I continued to search for a cheep and quick solution. Then I remembered that there were things called LEGOs! After digging through my part box to find any useful spare parts. Eventually I came up with this prototype. Top View: Front View (Ethernet on the left, Power on the right): Rear View (MicroSD on left, FTDI on right): In its current form, the case works pretty good. However, there are some issues with the design. In order to have some form of access to the MicroSD without opening the case, the board had to be pushed as far back as possible. By doing so though, it becomes harder to access the Ethernet and power ports and some of the analog and digital pins become no longer accessible when the case is open. The hole for the FTDI cable is quite tight as well and may not fit the cables plastic housing. Lastly, the top cover does not feature any holes to give access to the pins on the board. Seeing the issues that this board had, I have designed the following case in LDD. The new design resolves the issues with access to the pins as well as access to the Ethernet and power ports. The FTDI hole has also been widened to resolve any spacing issues. The estimated cost for the parts needed to build this case from Pick A Brick is $10.85 USD. The LDD file for the case is also downloadable at below. https://dl.dropboxusercontent.com/u/109508761/LEGO%20Arduino/ArduinoEthernet.lxf Back to work I go!
    3 points
  2. lol username

    Custom Smileys

    Because people seem to worry about this more than they should - nothing wrong with bumping a topic if you've got something relevant to say, like this. It's only a problem if you're dragging up an old topic but don't really have any solid reason to. Just use common sense - "would this old topic be the best place for what I have to post?" So yeah, your post is totally fine.
    2 points
  3. Pranciblad

    Pranci's LDD things

    Since people wanted more stuff posted on the forums, here's some of the better stuff I've built in LDD. ClawBunny- It's the thing from my avatar. Or I guess it isn't if this is the future and I've changed it, but whatever. ClawBunny Mk4 Old Versions Small Car- A modern take on a Classic Town car. Small Car Cyber Muaka- CyberSlam meets Bionicle. Inspired by old TCG art that inexplicably colored Muaka teal. I tried to stick to real part colors so anyone crazy enough to make this IRL can so it if they want. Cyber Muaka Space Cycle & Crater Crab- Silly little thing inspired by a mish-mash of space-related stuff. Space Cycle
    1 point
  4. McJobless

    Interesting Title Goes Here

    I'm going to ramble for a bit; if you're looking for a game, piss off and come back in 6 months or more. This is a progress log/diary for a little something I'm going to start doing. I'm going to keep coming back with information and screenshots whenever I make something happen. Read on for more info. So, I'm always ripping on other fangames...I guess I need to go ahead and prove my worth, huh? Before I start on what's going on, let's get a few thing straight. Either read the spoiler if you intend on posting, or be labelled a twat forever-more. Now that's all out of the way...McJobless, what the f**** are you doing?! That's a great question, and here's the two phase, idiotic and baffling plan that I've been thinking about for a while. - WHAT AM I DOING - Phase 1: Make a "World of Mechanics"... I know it sounds absolutely ridiculous, but carefully follow along. The first goal of this game is to practice programming game functionality. The best way to do that? Copy other games! That might sound a bit cheap, but hear me out; every game we have today is built off the backs of the work from those before us. You couldn't have Halo without Wolfenstein, and even World of Warcraft has roots in Chess. Learning to read and implement previously made mechanics is a fantastic way to experience the process of making them from scratch; the difference is that you have a very clear, replayable example of what you want to achieve that you can study. You look for all the tiny rules, bits of polish, and even try making changes and improvements. There's one game I've wanted to remake the mechanics from for a long goddam time. That's my favourite game, Ratchet & Clank 3: Up Your Arsenal. The game has a wonderful mix of third person shooting, platforming and puzzles. The actual mechanics that go in to these games are small, manageable pieces that link into each other, which is great for learning and playing with Object-Orientated Programming. Just today, I sat down and jotted down a page worth of work on how I'd organise the various weapons, gadgets and enemy items in a hierarchy of objects. This will not be easy, it will take a long time, and there will be a lot I don't attempt or give up on. For example, I will likely not try and code Ratchet's animation system, or the Plasma Whip's physics system. I also imagine I'll give up on the Tyhrranoid AI at some stage (in a developer commentary, Tony Garcia noted that he developed a pathfinding system called "Seeker" that handled most cases without hardcoding), but the important thing will be trying. I have a lot of resources at my disposal; multiple versions of the game with multiple saves spanning different levels, the PS2 emulator, YouTube Let's Plays, the Developer's Commentary, the Wiki and much more. It's just a matter of getting to work. If you asked me; the ultimate goal of this phase is not just to straight rip Ratchet's mechanics, but to start building a library of mechanics from multiple games which I could turn into generic libraries that I could import into future projects. I'll likely start finding other games that I might want to borrow mechanics from (such as KotOR's dialogue and reputation systems), and I might even come up with my own stuff to build (I want to really refine my own localisation system I've built). Phase 2: Make a LEGO Game with those mechanics... Here's the real knife twist. I've blabbed on a lot about how much I don't think anybody else has made a good "LEGO" game. Maybe I should prove I can make one? It'd also be nice to actually create a decent LEGO fangame, since that side of the fanbase seems to be lacking... I'm not making any plans for this before I know what mechanics I have at my disposal. The idea here is that I can switch entirely to design, pick some mechanics I think would be a good fit for the LEGO values, and then start producing something. I'm not expecting anything amazing from an aesthetic perspective (I'm not an artist or an audio designer, mind you), but so long as I can nail the game from a mechanics stand-point (and maybe even throw in a half-decent story), I'll be content. Now, this phase is the one I'm really not putting any expectations on. I may not even get here in the long run. It's just a long term goal that's supposed to get me motivated and practising for what I can do. At the end of the day, I may go on to make my own game that I can sell, but I don't see why I should discuss it this early on. This is just another far and off goal to think about it amongst the other work. - HOW AM I DOING IT - Well, this is essentially project start, but it's not like I'm completely empty at this point. I've already produced the basis for one mechanic in Unreal; there's an enemy weapon that's used frequently in the game which spawns a large number of missles around and at the player from the sky. The issue I have with Unreal is that...it's not that great for my purposes. I have no clue where to start with the C++ intergration, and Blueprint is just too painful to go back to after months of working with typed code. That's why I'm now jumping to Unity; I reckon that if I can really push my C# skills, it's going to make the eventually planned transition to C++ a lot simpler. C# might lack constructs like pointers, and may have additional features like Lists, but the logic is really what I'm testing, and at the end of the day it's much closer to C++ than other languages. I'll be starting with the weapons. They have shared properties, so I can develop a class structure, and each weapon has its own unique mechanic to deal with; there's nothing super complex, but interesting little challenges that will take some time. I also figure that I can build these items without player interactions just yet, and I think the player would be a very complex system to deal with (and I don't plan on using Unity's prefabs; I need to learn how this stuff works for myself). The good news is that the weapons have pretty particle effects, and so I'll be ducking into shader code at some stage; that'll hopefully make for some pretty screenshots. Because I have access to services like Mixamo, I might just be able to put in some rough animations and other polish to better help my work, but I'll consider that kind of stuff low priority. Any time I make headway, I'll post here and on the Blockland Forums. I'll also be posting code snippets for the experienced coders to pry and laugh at, and the young coders to learn off. I'll do my best to comment. Screenshots and videos will be a must, as that forces me to produce more and work harder. - WHEN DO I START - Well, it won't be bloody tonight, I tell you that much. Since this week is preloaded with the Disney-Pixar Masterclass and my overdue Character Design homework, I'll hopefully start on Monday afternoon with a simple weapon, such as the blasters or shotgun. Feel free to nag me about working on this more; I'll need it.
    1 point
  5. Fifi La Fume

    sportsguy.png

    From the album: Decals

    The sports guy. Feel free to use it for whatever.
    1 point
  6. Alcom Isst

    RRU Quotes 2: Reckoning

    [10:33:26 AM] Ish: It looks like Batman 3 dues not have a "run windowed" option [10:33:28 AM] Ish: Boo [10:33:50 AM] Ish: This will make building that spaceship more Fedora [10:33:51 AM] Ish: .... [10:33:54 AM] Ish: Tedious [8:12:06 PM] Ish: I've been trying to do that for a while and I just don't know what I'm supposed Køge Sygehus [8:12:15 PM] Ish: Okay seriously [8:12:20 PM] Ish: This is getting on my nerves
    1 point
  7. le717

    Ctrl + V

    1 point
  8. Ben24x7

    Custom Smileys

    Apologies for bumping this topic, but I have a new one; "Horrific Emote" ...or, for an alternative name; "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHH" I was attempting to create a Scared Rock Raider, not a Scary Rock Raider, in-case anyone was wondering.
    1 point
  9. Fluffy Cupcake

    Pranci's LDD things

    Sssh, hide the obligation, just post the stuff. Anyhow, how do you view images on Google Drive? Nevermind, found out I had to click the download button, and the fact the file list was showing files inside the .lxf which I didn't know was an archive file. I like the car, sweet and simple.
    1 point
  10. lol username

    Alpha Team puzzle editor, and ~niblik?

    Looks like the artists cut out the polygons under Dash's head on lower LODs since there's normally never a situation where you'd see them: (None of the other main characters are like that) Also, the things listed in Etc/CATEGORYUNITS.TXT don't seem to match up with the units/actors that are actually in the game. Not sure what's up with that. Edit: Results of pressing U with an object selected:
    1 point
  11. lol username

    Alpha Team puzzle editor, and ~niblik?

    It runs in-game, you can toggle between game mode and the puzzle editor at any time. It doesn't really look any different unless you pull up some specific menus or UI things, but I'll get some screens of that. Edit: Another edit: G toggles whether or not object movement is aligned to a grid, L toggles whether or not the camera does weird stuff with rotation. U does hella weird stuff to models. If you select an animated object you can type the number of an animation to play it - the zombie type that patrols around has an unused idle animation, as does this one (unless there's some situation where they play in-game that I don't know of): Still trying to figure out how to raise/lower objects, or not keep them from having to snap to the ground like units do in normal gameplay... There must be some way, for example, evil orbs are always floating.
    1 point
  12. Ben24x7

    Custom Smileys

    Whats better than more emotes? MOAR EMOTES "Sandwedge" Emote Scotsman Emote WTH Emote And to top it all off... SPACESHIP Emote Enjoy!
    1 point
  13. legomoe

    Blank Intro Video

    Ever wish you could skip that unskippable LEGO Media video each and every time you load LEGO Alpha Team? Well now you can! I've create a black intro video, just extract it to your LEGO Alpha Team folder "C:\Program Files\LEGO Media\Games\LEGO Alpha Team\" and the game will use it INSTEAD of the video on the CD. Here's the link: http://www.mediafire.com/file/cdbo2ji4qb65cyl/LEGO_Alpha_Team_Blank_Intro_Video.zip This is really simple tool, but if your trying to mod the game it speeds up testing a LOT.
    1 point
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