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Showing content with the highest reputation on 03/21/2016 in all areas
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Animation: Lewa and the Rama
Pranciblad and 4 others reacted to emily for a topic
I could do more on this thing, but I think its best to get it out there so I can move on to other stuff and also take a bit of a break. I think it's good enough that it's a few steps up from the last animation I did. I think. Lewa just got his final mask and is a little eager to show his collection off. But is he a bad enough dude to kick all those Rama butts?? Story here is that I really liked Jonathan Kaplan's compositions for a scene in his defunct BIONICLE: Quest of the Toa fan film that had to do with Lewa fighting a swarm of Nui-Rama. He never provided visuals for the scene he had planned, but this is what I imagined based on the music he put up. The idea is that this leads into the Le-Koro chapter in MNOG.5 points -
Toying with minifigs
aidenpons and 2 others reacted to lol username for a topic
whipped this up tonight, I think I'm slowly settling on the finer details of this guy - the background is from LU, the cutlass is from LU/LDD, the rest is the same as before3 points -
LEGO Island REDUX
Lind Whisperer and 2 others reacted to bphillips09 for a topic
I made a "spawn too much" command Also, any particular requests for v0.8? Right now I'm working on: Console bugs Spawned object colliders Working jukebox (possibly radio too) Change the sky color/brightness on the observation deck Ability to spawn plants and miniature buildings Ability to teleport to certain areas3 points -
Classic LEGO videogame builds
emily and 2 others reacted to riedthiessen for a topic
Recreating LEGO Island Progress Update - Week 1 I started by flattening an island, 5 bricks above sea level, into a very rough shape of LEGO Island. Next I worked very carefully to recreate this square of roads near the bank to be as accurately sized as possible. I'm going to try and post an update like this every weekend on my progress. Stay tuned!3 points -
LEGO Island REDUX
FeebTube and one other reacted to bphillips09 for a topic
v0.9.7.5 ------------------------------------------------------ Pick an OS, download and unzip anywhere. I recommend that you delete any previous version before unzipping. For Windows and Linux, the "data" folder needs to be in the same root folder as the executable ------------------------------------------------------ *WARNING*: Please remove or uninstall any existing version of the game prior to installing v0.9.7.5 What's New: Bug fixes Patcher implementation Added a brick-building system (click on the green brick base in the Information Center) Fixes for AI Fixes for pizza throwing Fixes for choppy audio (using the original game's monoaural audio) Added some more phrases to test lipsyncing Code optimization Added radio to all vehicles and the brick builder ------------------------------------------------------ Still to do: For v0.9.8: Continue working on NPCs and Pathfinding Switch between "Classic" and "Redux" controls (due to the way the terrain is set up, this will be put off for a later build) Fix more bugs More interiors For v1.0.0: Begin implementation of objectives/missions All 3D interiors Add animations and character rigging Add more character models to the island with animations Overall: Island model smoothing Downloads: WINDOWS :: MAC :: LINUX Visit our Discord channel for quick feedback or general information. Default Controls: E / Left Mouse Button: Interact F: Exit Vehicle G: Throw Pizza Z: Spin Trees Y: Unstick Q: Quit ESC / P: Pause/Resume SPACE: Jump W A S D : Move N: Nightmare Mode ------------------------------------------------------------------------------------------------------------------------------------- Common Troubleshooting: Game crashes frequently or textures aren't displayed properly on Windows: Try selecting a different graphics API Game won't open on Mac: You may need to enable read/write/execute permissions; To do so, open Terminal and run "chmod 777 path/to/game/LEGO Island REDUX.app/Contents/MacOS/LEGO Island REDUX" -------------------------------------------------------------------------------------------------------------------------------------2 points -
LEGO Island REDUX
Ben24x7 and one other reacted to Fluffy Cupcake for a topic
Hmm, on the subject of spawning much, can you add a number variable to the spawn command? So like "spawn Bike 10" for 10 bikes.2 points -
LEGO Island REDUX
Lind Whisperer and one other reacted to Fluffy Cupcake for a topic
Oh, so we're playing litter island now. Okay.2 points -
Running LEGO Alpha Team without CD-ROM
Das Glückskekschen reacted to ChangedUsername123 for a topic
[comment redacted]1 point -
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LEGO Island REDUX
Pixus reacted to Wognif for a topic
The last one gives me ideas. I'll see if I can whip up a good animation or two inspired by it (though they probably won't be finished tonight, I'm kinda slow at art, especially animations.)1 point -
LEGO Island REDUX
Wognif reacted to bphillips09 for a topic
If only picking up trash was as easy as typing "destroy all"1 point -
LEGO Island REDUX
Wognif reacted to bphillips09 for a topic
Ooooooh Ok, I gotcha. I'll see if I can get something going.1 point -
B R E A K F A S T
STUDZ reacted to Ayliffe for a blog entry
[14:19:09 | Edited 14:19:15] ExcessJavaScriptPurger: I need breakfast [14:21:24] Bug Catcher: You can have mine D E L I C I O U S1 point -
LEGO Island REDUX
Wognif reacted to bphillips09 for a topic
Too late! I think it's better this way so you know exactly what the object is EDIT: Those buildings/building names are just temporary1 point -
LEGO Island REDUX
Pixus reacted to bphillips09 for a topic
Did you try holding the spacebar after launching one? I found a project on here that contained the LDD files as Obj files. I'll try to find the link again, but I'm guessing these are yours? Here's a screenshot of one:1 point -
LEGO Island REDUX
Yajmo reacted to bphillips09 for a topic
Does anyone have any small requests for me to add to v0.7? So far I added: InfoCenter working elevator with working status indicators InfoCenter observation deck with a real-time view of the island A skateboard to skate around the island I removed the ability to sprint using the shift key, now the only way to go fast is to use the skateboard by walking onto it and pressing "E" to get off.1 point -
B R E A K F A S T
le717 reacted to aidenpons for a blog entry
IS THAT McAfee I SEE?? YOU HERETIC BURN IN PURGATORY1 point -
LEGO Island REDUX
Yajmo reacted to bphillips09 for a topic
I was just importing all the objects I could find while I searched for the other missing objects, and decided to just leave them there haha. No real reason for them to be there.1 point -
Interesting Title Goes Here
STUDZ reacted to McJobless for a topic
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
