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hello infomaniac it is ME the POLYGONAL PIZZA DELIVERY CHILD
mumboking and 9 others reacted to lol username for a topic
was messing around with cutscenes tonight and decided to test the limits of the FOV setting stuff let's just get the best results out of the way first if somebody could please figure out how to use cheat engine to lock the camera to this FOV outside of cutscenes and thus put everything in low poly mode all the time that would be great god knows WHY that's the result for... whatever value I used for this (I wanna say 999.9, if that doesn't work try adding or removing 9s lol). but. that's the result. and it's glorious. if you wanna do that I'd recommend modding a cutscene to just change the camera FOV over and over so you can use cheat engine on it as it does that. remember that with windowed mode enabled you can press F9 to bring up a window that, among other things, lets you select and play any currently loaded cutscenes. ALSO if you've never modded a cutscene before - have the game running from an extracted folder instead of the bob/bod pair for the level. make your desired edits to the cutscene's .txt file, then delete/rename the .cut file for that cutscene. the game will rebuild a new one from the .txt file. ANYWAY THE REST ^ 0.1 I think? ^ 0.0 (lol... I don't know what I expected) ^ 9.9? maybe? I forgot whoops ^ from this point onwards I was just increasing the number of 9s over and over to see what would happen ^ ... this is what happened I should have probably just kept adding 9s until it crashed or something even though I'd already added a lot HOW FAR CAN IT GO maybe I'll poke at it more later it's nearing 6 AM again hahaha whoopsies10 points -
RRU Quotes 2: Reckoning
Quisoves Potoo and 5 others reacted to Lair for a topic
[1:09:25 AM] jamesster: i am a goddam idiot and everything i was changing wasn't even being compiled to a script file that was just the natural results of playing the "brickster escape" cutscene on its own because apparently the second part is its own cutscene [1:09:51 AM] jamesster: ^^ lol [1:10:11 AM] ♥ringtail♥: oh [1:10:13 AM] Pranciblad: wow [1:10:32 AM | Edited 1:11:10 AM] Pereki: a game so broken, you can think you're breaking it while you are actually doing nothing [1:10:50 AM] jamesster: IT WAS CLOSE ENOUGH TO WHAT I THOUGHT THE RESULTS WOULD BE6 points -
The city of Dornwich
Fifi La Fume and 3 others reacted to Wirza for a topic
Hello! This is a tour of my lego city as of August 3rd, 2016. This post is image heavy. The table is made of ply-board painted dark grey. The Road lines are made of pin-striping tape, applied by me. (that's why they aren't very straight!) I hope you've enjoyed the tour, please leave constructive criticism below.4 points -
Wizard Mech
Dazzgracefulmoon and 2 others reacted to emily for a topic
who needs arms with legs like no wait s***3 points -
Unused HP Trees
mumboking and 2 others reacted to Fluffy Cupcake for a topic
LEGO Island 2 has some unused higher quality trees almost the quality of LDD. Unfortunately due to their sad unfortunate life they got drunk and decided to get down with font. Fortunately, I was able to help them recuperate and they are now contently living their own independent lives in flat world. http://oresome.rockraidersunited.com/download/378 (not for original LI2 game use)3 points -
RRU Quotes 2: Reckoning
noghiri and 2 others reacted to Fush for a topic
Alcom: My pursuasion in Kotor II is -1. Alcom: Kreia says I should increase it. Alcom: I tried to convince her that it's not necessary but my pursuasion was too low.3 points -
RRU Quotes 2: Reckoning
TheDiplomat and 2 others reacted to Ayliffe for a topic
[01:20:42] Radical Larry: bionicle more like die-onicle [01:21:05] Pereki: more like bye-onicle3 points -
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hello infomaniac it is ME the POLYGONAL PIZZA DELIVERY CHILD
DistrictToTheFuture and one other reacted to Dazzgracefulmoon for a topic
intense pizza delivery2 points -
RRU Quotes 2: Reckoning
noghiri and one other reacted to Brigs for a topic
[11:09:08 PM] Bug Catcher: "I don't remember teridax ever wearing a hat" [11:09:14 PM] Bug Catcher: Hau [11:09:25 PM] Bug Catcher: F****** autocorrect [11:09:54 PM] Bug Catcher: I don't have anything against shaggy ferret, but I can see why people would [11:10:16 PM] Pranciblad: I am now imagining makooti in silly hats [11:10:19 PM] Pranciblad: This is amusing [11:10:45 PM] Jim Brickkeeper: The third bionic reboot will replace masks with hats. [11:11:10 PM] noghiri: it will be accompanied by a game, that will fail after but a few months. It will be a TF2 reskin.2 points -
wow so I've been here three years huh Exactly one year ago I told you all how I ended up here in the first place, but this year... I haven't really got much to say actually. We've had some good times and some bad times in the last year, but the one thing that definitely hasn't changed is my relationship with this forum and how much I love it so. Everyone here is nice and for once on the internet it feels like I belong somewhere, and that sense of belonging is hella neat. Even through the spambots and the forum downtimes and the jhucycle incidents, we've always managed to stay together and that's super-neato. Td;lr, you people are great and I like you. But for this particular post, I'm not exactly sure what to say that hasn't been said before. It's really difficult to say unique things innit? As for how my life's been going since the last time I did one of these yearly blogposts, I'm... doing pretty well, actually. The minifigure photography I've been posting on Flickr is getting a ton o' views, that worst of lego ideas blog is starting to get some traction (posted an undertale project, got over 20 notes overnight), I got a PS4 (look ma, I'm up-to-date with technology now!), I've finished with Sixth Form and I've been offered a conditional offer for a media course at a nearby college. Life's not too bad at the mo. Sure I'm not the richest bloke in the world, but I'm happy and that's what counts. I'm a teensy bit miffed at the death of Bonkles, but I'm not letting that bother me too much ( I did buy myself a Protector of Ice though, and I love 'im to bits awwwww he's so cute). And the future? Well, I'll get to that when I get to that. Here's to that future though, and to many more years on this highly-obscure vintage lego games forum which I love so much. Here's to it I guess. -Ayliffe2 points
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RRU Quotes 2: Reckoning
noghiri and one other reacted to Alcom Isst for a topic
[1:10:53 PM] Will: so I built Arno from Assassin's Creed Unity [1:13:14 PM | Edited 1:13:33 PM] Hugh Wotmeigh: If you finish it, I'll send it to my boss [1:13:23 PM] Will: what are you talking about [1:13:27 PM] Will: that is finished [1:13:35 PM] Hugh Wotmeigh: OH YOU MOTHER f****ER2 points -
The 6 Core Values
dead_name reacted to McJobless for a blog entry
One thing I forgot to cover in detail in my previous blog entry was regarding how my game fits into the 6m core values of the LEGO company. Once again, this is all just generalisation at this stage, but since it's part of the reason I'm making this game (to make a LEGO game which actually matches all the values), I need to address them in some capacity. The 6 Core Values: Imagination: It's important that kids can have enough freedom to express their ideas and develop their understanding of the world through the power of clever thinking and imagination. In my game, since there's no "action" mechanics that force kids into a fast-paced, deconstructive mindset, I can have the players invest a lot of the game time in their own minds, thinking about the way the world works and possible solutions to the problems they will encounter. The game very much is about asking the player to imagine what happened, and the simulation mode lets players play with their imagination based on what they find. Creativity: While Imagination focuses on the player bringing their unique view of the world to the game, Creativity is more about how the player can express their ideas and make impactful choices. In this game, every choice (such as collection items or playing a chain-of-events in simulator mode) has clear feedback on if it will help, hinder or distract towards your end goal. While there will always be one right/best solution, it's going to be key to still reward the player for any successful progress they did make and inspire them, rather than scold them, into trying out new ideas. The end ranking system will need to take this into account. Fun: LEGO nailed it when they stated that Fun comes through Mastery; that is, we enjoy when we learn and feel the rush of progression and succession. I feel as though the mechanics lend themselves to a very clear teaching experience about consequences and understanding the butterfly effect. With a strong feedback loop in place, players should always feel as though their actions inside the game are getting them somewhere, whether that be closer or further away from discovering what exactly happened at each scene. Learning: While this could practically be the same thing as Fun, I instead wish to treat this more towards the actual tutorial/skill-building process. Not everybody will understand how cars falls apart when hit at certain angles when they first start out, which is why my game will need to incorporate some native, subtle hints within the mechanics and design of each scene. As a simple example, the simple use of lighting and colour can make more important items stand-out, guiding newer players towards the key evidence they may not be aware they need. Caring: This value isn't going to be present so much inside the mechanics of the game itself as just the overall design goals of the game. By listening very carefully to Jon Blow's message about the human condition and the ethics of game design, I will be ensuring that players of this game aren't wasting their time on crap, but will actually have a deep and meaningful game experience with substance to enjoy. Quality: Ultimately, this will be the biggest challenge. By setting minimum technical and design standards and keeping myself hostage to this blog, I can overcome some of the typical problems in keeping consistent, high quality throughout a project, but it's going to take a lot of organisation and effort to really make it sink in, especially if others come on-board for this project. It's all very vague and mysterious at this point, but as I carve a clearer picture of this game in the coming weeks, these values will start to be nailed down to very specific elements of the game design.1 point -
Various Rock Raiders models in LDD
Cyrem reacted to Volar Astraeus for a topic
Hey everyone! So, this is officially my first topic on this forum. Ha, ha. Like many before me, I have tried to recreate several non-commercial models from the Rock Raiders franchise (in-game models, alternate models etc.). I'll be updating this topic with new models for the foreseeable future. The first model to make the list is an unnamed vehicle driven by Axle (and Docs) in one cut-scene, right before it plummets into a bottomless pit. I have always loved the design a vowed to recreate it one day. That vow took fruition two days ago, when I spent hours pausing the low-res cut-scene every other second to see the model at various angles. All-in-all, after giving the model two hours of my precious life, I have managed to create a model that I'm 95% certain with. Please, feel free to point out any mistakes I might have made. The second model is the Small Mobile Laser Cutter. It was based on the one in the high-res manual, not the in-game model. On this one I have spent hours, and am 100% certain of. For now, cheers ya'll! EDIT: Hm, I seem to have trouble inserting pictures into the post. Any help would be greatly appreciated!1 point -
Wizard Mech
Quisoves Potoo reacted to STUDZ for a topic
I'm getting a huge Rayman vibe on those limbs.1 point -
hello infomaniac it is ME the POLYGONAL PIZZA DELIVERY CHILD
lol username reacted to Fluffy Cupcake for a topic
Haha, fun stuff. FOV for Cheat Engine: https://www.dropbox.com/s/42925jiycstl3nj/LEGO Island 2.CT?dl=0 It also works on the main menu. I've also got some other stuff in there I'm sure you haven't messed with before.1 point -
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HD LEGO Island map!
Wirza reacted to The triangular brick for a topic
Hi! Using the tool waifu2x, I could upscale the LEGO Island map! It's 2400x1800! It's a pretty good wallpaper, too! DOWNLOAD LINKS: ZIPPYSHARE MEGA1 point -
The 6 Core Values
The Ace Railgun reacted to Ayliffe for a blog entry
Wow, reading through all of these really hits home how many of those points the TT Games (with the exception of Worlds) don't follow in the slightest: IMAGINATION: Nope, not in the slightest. As you sorta stated near the beginning, players are forced down a singular path towards the end of the level, and there's pretty much no leeway around that. No interesting ways to approach a situation besides what the devs are telling you to do, and nothing to really broaden your thoughts on the game's world. CREATIVITY: Again, nope. As I said in the previous point, there's no real leeway around the game path already chosen for you by the devs. No, the character customiser doesn't sodding count. FUN: By McJob's definition of feeling that you're actually getting somewhere through mastery... no, not really. Other than the faint feeling of achievement when you 100% a level, you never really feel like you're getting anywhere (which is why the game tries to throw completion percentages at you all the bloody time), especially game mechanic-wise. Chances are you'll be doing exactly the same things near the end of the game that you were at the start, and that gets boring pretty quickly. LEARNING: Definitely, definitely not. Anyone who's ever touched TLMVG knows about how bad it dealt with teaching mechanics (it spent so much time barking orders at me that I thought I was in the army for a sec), and although the more recent games have tried to reduce this it's still present in a lotta places. CARING: From a gameplay point of view, there really isn't that much care in-between titles. Strip away everything and all you have is a barebones set of mechanics strapped together to make a very samey game. However, literally every other area of TT shows tons and TONS of care, and it really comes across in the final product. Cutscenes? Still the greatest bit out of all the Lego games. Character dialogue? Apart from a few exceptions (TLMVG, looking at you), well-written and occasionally really bloody entertaining. Obscure references? Always the best. So yeah, everyone expect the gameplay guys are fuelling these games with pure love. QUALITY: Definitely the one thing that TT is best at. Although I have many, many issues with the TT games, bad performance and crashing isn't one of them. In summary, the TT games are like the videogame equivalent of a dumb action film: although they may not win awards for being the smartest or most revolutionary things out there, if you turn your brain off after a long day at work and switch one of 'em on, you'll be able to enjoy the dumb fun that they can provide if you don't think about them for too long. From a gameplay analysis point of view they're rubbish, but from a 'dumb fun' point of view they're inoffensive, occasionally neat and qualifies as entertainment... unless you think about it too much. Thoughts?1 point -
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Lair reacted to Ben24x7 for a blog entry
I'd like to propose a toast to this wonderful occasion... *stuffs bread into the toaster* ...in all seriousness, it is a great thing that you have been around all these years. One less member account ontop of the mountain of dead member accou-- [POSITIVE THINGS]. If you ever leave, we'll miss you, but we hope you'll be back a while after. As a community, we (maybe-not-all-the-time) care for each other and-- [TOUCHY FEELY STUFF]. Cheers! --Ben24x7--1 point -
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Lair reacted to aidenpons for a blog entry
i'm a jhu alt I'm glad you enjoy the forum. I enjoy your news posts, and your sense of humour, and I know Quis will be gladdened if I tell him I learnt about Ashens off you. A forum's only as good as the people in it *raises glass to toast* *smashes glass because me + wineglass = a large increase in entropy and Mad Pain Points*1 point -
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Two Mars Mission crafts (and gingerbread)
Wognif reacted to aidenpons for a topic
I had an odd number of tracks. Now I have an even number of tracks. Fortunately, the post editor allows me to shrink images - very good! Boasting two twin lasers and one small artillery cannon, this vehicle can [rest of spouting stuff about it] I had one spare track... and I decided to build around it in the MM colourscheme... and this came out. The cockpit opens and the laser tilts to a maximum of 45o. Vehicle II: I had white skis. I built around them in the MM colourscheme. I thought it looked vaguely like some small, not-very-well-armed scout, so I thought of scout-ish things while building it (which saved me the trouble of scavenging for a decent glass cockpit ) Those blue 1x1 studs are supposed to be lasers, okay? It's rather cramped in there, but he fits. That's the safe at the back for small crystal storage and movement. === A Strange Bit Of Gingerbread === Every year, our family makes gingerbread castles on a rainy-ish day - remember, for us in the Southern Hemisphere it's winter. I couldn't decide what to make and in a spur of either blind stupidity or great ingenuity I made the Mars Mission Defense Station. I think the image speaks for itself there. Full of sugar. That said, building with gingerbread is extremely difficult - high towers are almost impossible. Almost, and I managed to squeeze the turret into a reasonable width by using non-orthodox building conventions (which weren't SNOT ) I traced the outline of the defense station and the pipe, but not the power plant. Partly because I was wondering how to build it. On the left is also our brutally deformed mining platform (see first picture - it's missing the drill). Sugar!1 point -
Wizard Mech
The Ace Railgun reacted to lol username for a topic
just felt like spicing this up a bit, might animate more completely later if I feel like it torso texture edited from one of aaronburner's, face is a mishmash of edited LU stuff and a mouth that krysto vectored from some head the model was converted to OBJ using an old tool from bartvbl and then I set it up in unity and did the fun stuff with the shading and effects and blah blah blah. oh and the minifigure model is mine, the hat's edited from LDD though1 point -
CHOO CHOO
Lair reacted to lol username for a topic
Using the windowed mode debug tools to mess with more stuff. The individual train cars will never attempt to change their height, and always move towards their next waypoint on x/z. You can't get off the train unless it's close enough to the station vertically, so if you set it too high or low you've got no way off until you move it closer. Bonus: I played the blastoff cutscene and Pepper remained invisible afterwards. Here's Super Station Master carrying the invisible Pepper. And here's some skydome glitching while setting Super Station Master's location to far off positions while he's carrying Pepper: Also, trivia: All it takes for a portal to trigger loading is for a vehicle of the proper type to collide with it, even if Pepper's not inside it. So if you move a helicopter and the Adventurers Island portal to the same location, for example, it'll trigger loading of Adventurers Island. There's also a space shuttle floating way off in the distance in Ogel Island for some reason, well over 1000 units away on one axis: In the PS1 version, the cutscene that plays when you land on Ogel shows Pepper jumping out of the shuttle, as the skydiving minigames were cut for that version. Might be related? Oh, another thing - I moved the Police Station to another location and the music trigger moved too, so it's tied to that object, at least for that building.1 point -
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