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Showing content with the highest reputation on 10/17/2016 in all areas
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Wizard Mech
Ben24x7 and 5 others reacted to lol username for a topic
quick test thing, pardon the gif color banding6 points -
10255 Assembly Square is literally the perfect Modular
ticketstoloservile and 2 others reacted to Ayliffe for a topic
I'm not even kidding - just look at it! the perfect modular building3 points -
Dimensions Year 2 exudes quality
Brigs and 2 others reacted to Ayliffe for a topic
Oooh, just remembered that I've got a ton 'o glitches to contribute to the pile...3 points -
PWB relocation
Basil the Batlord and one other reacted to ReflectedMantis for a topic
So as I hear, modding is pretty much dead. However, that won't stop me from making and posting mods. As of right now, I can only edit simple things, like the drivers in a race, power-up locations, pretty much basic stuff. I hope to learn more to make better mods, as long as other people don't beat me to everything. Anyway, I am going to post this mod, that re-does the power-up locations in all but Rocket Racer Run and the test track. Just play it and see if you like it. http://oresome.rockraidersunited.com/download/3972 points -
Dimensions Year 2 exudes quality
Quisoves Potoo and one other reacted to Ayliffe for a topic
Fack, just realised how that reply could be taken in completely the wrong way (and by the looks of terrev's reply, has been taken in the wrong way), so let me clarify a bit: I meant that the "hasn't been bugtested in the slightest" bit from my original post was an exaggeration, not anything else and definitely not anything from Terrev's post wot I quoted. Exaggeration is hard to convey over the internet. So yeah, I ballsed up a bit. Soz. x2 points -
Dimensions Year 2 exudes quality
Lair and one other reacted to lol username for a topic
because a game with bugs clearly means it wasn't tested at all (gee what does a QA team do)... and not that it was tested and the devs didn't have time/resources to fix everything the QA team found2 points -
[Open source] LEGO Racers Online + LEGO Racers API
lol username and one other reacted to JaHu00 for a topic
I will see you on lego racers Online. Grander61 VS RingTail2 points -
Bohrok vs Boxor
Lind Whisperer and one other reacted to emily for a topic
Bohrok vs Boxor was a fan-made Bionicle Flash series that was THE s*** back in 2006. In my opinion, at least! I made my own version of the first episode. it is very silly2 points -
Dimensions Year 2 exudes quality
mumboking reacted to Fush for a topic
I know that Prof. Brickkeeper has found some as well but I'll let him post about it if he chooses. Gotta hit those deadlines1 point -
Large tool store
Ben_R_R reacted to Wirza for a topic
When boredom strikes, I need to build. I had some rock raiders stuff laying around, and I decided my chrome crusher needed a base. I built this in a few minutes. To the right is a small bucket to keep collected energy crystals. The front has a control panel, explosives storage, and a radar. To the left is a small tool rack. The back has a large bucket for storing ore before energy crystals are harvested from them. On the top is a button. It activates the radar, as well as a warning light. I hope you enjoyed a look at my moc, it was cobbled together in a matter of minutes.1 point -
Noesis script for ghg files
Zorg_Sinister reacted to Sluicer for a topic
There is the script to work with Noesis and only with the games Star Wars The Complete Saga and the first Batman. There are stand alone tools, that can extract mesh information from different games (depending on the file extentions) into obj files.1 point -
Modding Tt LEGO Games: Beginner's Preparation/Setup
vipmedy reacted to Sluicer for a topic
I have only access to files from the LEGO Worlds Early Access Update 5. I do not know if the format has changed again. I was able to extract mesh information from some ghg and gsc files. This was some time ago. If you are interested, I can look for the extraction tool.1 point -
Returning After Many Years
sheepandshepherd reacted to lol username for a topic
You're looking at it backwards. People aren't making/posting mods regularly, so there's not discussion of it regularly. Not the other way around.1 point -
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Can't edit posts?
grappigegovert reacted to Fush for a topic
Xiron discovers the secret to time travel1 point -
Scruffy looking nerf herder
mumboking reacted to lol username for a topic
remember how hagrid had fingers and was used along side normal minifigures (I think it's even the same molds as the hands and arms on that pirate?) bonus:1 point -
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New version of ROCK RAIDERS - update
noghiri reacted to lol username for a topic
Don't apologize, I like lengthy reads. It's cool to see somebody really discussing ideas like that. I don't really have anything to reply with at the moment (I haven't even really kept track of this topic in all that much detail, so I should catch up before replying with my own thoughts) but thanks.1 point -
New version of ROCK RAIDERS - update
noghiri reacted to Polaris for a topic
I've got some things to say. This little rant is meant to be read by both the developers of the new Rock Raiders game and the fans and forum posters alike. So this is going to be a long post - I apologize in advance - but it is only because I feel very passionately about this issue. The final word count clocks in at 2,100+ words, but good words, I believe. I encourage you to read through what I have to offer because I think it is some of the most CONSTRUCTIVE advice you're going to receive. Also included in this post are several illustrations I made trying to convey the concepts I have in my head. I'm sorry if they are confusing or difficult to read - I'm not the greatest artist, but I'm also not a tech guru, and I felt that a pencil and paper would better represent the thoughts and suggestions I had. Okay, let's dive in! First things first. There is great concern for the whole "Minecraft" thing being a large part of this game's inspiration. Though I too share this concern, I want to explain and possibly defend the developers stance on this. Minecraft is a game which is so deceptively simple to learn and universal in its approach that it has won the world over. What developer wouldn't want to make a game like this? Also, the obvious connection between mining in Minecraft and mining in Rock Raiders is valid and an understandable conclusion to make. In addition to this, there are many great features of minecraft that would serve a Rock Raiders game well - like a large sandbox to explore and mine in! I remember being a kid and playing the mission "Frozen Frenzy", (one of my personal favorites). I knew darn well where the Tunnel Transport was, (it was in the only spot of the map that when you scrolled over it, the screen dipped down because of the hidden waterfall!) but I would play the level just to collect resources and build my base as big as possible, just like a sandbox game. And that's where the similarities end, and honestly, should end. Someone once told me that Minecraft is the Pac Man of our generation. I wholeheartedly agree. 20 years from now, people will remember the cultural legacy that this game has created and any game that follows too closely in its footsteps will be forgotten in its wake, just like all those Pac Man clones of yesteryear. I'll get back to the Minecraft thing in a bit, but for now I'll move on. So from the looks of this discussion, it seems the developers have come to conclusion that there are two ways to approach the mining in this new Rock Raiders game - I'll lump them into two categories titled "Freeform" and "Grid". Here's a picture comparing them both: In a previous post, there was concern for "Freeform" mining because it would be tricky to fit vehicles into tunnels you create and I 100% agree. "Freeform" is not the way to go. Well that leaves us with "Grid" mining like Minecraft right? Wrong. "Blocks" are the devil. Remember that. It's important. If you make a game world out of blocks, you are making Minecraft. Simple as that. I could stop now honestly. Minecraft's influence over culture is so strong that simply making your game world consist of blocks that are breakable and buildable, you are creating a game that can and will be seen in the public eye as a Minecraft clone. Same with making an objective-less open world sandbox game with an emphasis on mining - you are making Minecraft. Simply put, do not make Minecraft. But let's get real. There is money in Minecraft. And money is important! It should be! You, as a game designer, have every right to make money off of your product. Hopefully, a lot of money! But I have to explain something that is vitally important to this new game's success - as it stands, there is literally NO market for this game in its current direction. Let me explain. You have two fundamental fan bases you are targeting: fans of the original Rock Raiders and fans of Minecraft. Original Rock Raider fans aren't actually that hard to please! They understand that legal limitations restrict certain things and mainly just want a game that plays much in the same way and recaptures the spirit of the first game. For the most part, they don't care that it's not Lego, or that you can't reuse music or textures or whatever. They just want something faithful to the original. Not really a tall order if you ask me. Then you've got the other targeted fan base: Minecraft fans. This is where the real money is. It's important that you get these people to buy your game! But here's the truth: Minecraft fans don't want this game. At all. I'll try to explain why by using an example. I'm a big guitar guy. I have many electric guitars and one of my favorites that I own is my Gibson Les Paul. If you're not familiar with guitars, think of the first guitar shape that pops into your head. Then think of another - it's that one. Anyways, say there is a new guitar company coming out, and for the sake of this comparison, let's call them "Raider" guitars. So Raider guitars come up to me and tell me that they've made a guitar they think I'll like. So I take a look at it - and it looks just like the Gibson Les Paul I own and love! Not only that, but they've got new features like and 3rd pick up and a whammy bar - things I don't have on my guitar! For intents and purposes, this guitar could sound even better than the one I have right now! But I hate it. I can't explain it, but for some reason I hate it! Logically speaking, it meets every criteria I look for in a guitar so I should naturally like it, right? Well, there's a little part of my brain that shouts "it's nice and all, but they just copied my Gibson! They just emulated the Gibson and added fancy features. They didn't innovate on an original idea". This is so important to understand. The Raider guitar didn't fail because it was a bad guitar, or because it was competing against an already well established guitar - it failed because it tried to take on a powerful BRAND. It's stupid, I know, but we are but animals and brand loyalty is a powerful, sometimes unbeatable force. I'm somewhat partial towards Gibson guitars, so I passed up the opportunity to play that Raider guitar. I gave up the chance to play a better guitar. And now, more to the point. Minecraft is the Gibson of gaming. No matter how great your product is, if it specifically emulates Minecraft features to reach that audience, they will hate it. If you try to take on the brand of Minecraft, you will lose. So how do we fix this? We hide our influences. Right off the hop, "blocks" are a dead giveaway, so we can't do that. Also, marketing your game as Lego + Minecraft isn't doing anyone a favor as you own the rights to neither, so what are we left with? Rock Raiders. Of course! The answer was there all along! So let's look at the original Rock Raiders and what it did right. IMPORTANT: Now is the time to really tune in, because this is where things get CONSTRUCTIVE! So here's the basic layout of an RTS game, like the original Rock Raiders: It's awesome! Keep it. So let's look at the basics that made the game great. The game was based on a single flat plane in which a grid system dictated where you could build, mine, and move. Mining was done in the form of breaking down rock "walls" that allowed passage to new areas previously unseen. I have to stop for a second to point out that this is brilliant. This format of mining based solely on "walls" is so brilliant, creative, and easy to understand, it baffles me why you would look anywhere else for inspiration. Game designers should be copying your system of mining, not the other way around. So this is my proposition for the direction you should take with this new game. It should be a grid based RTS mining game set on a flat plane that utilizes the "walls" mechanic from its predecessor, with the option to play the traditional "mission" styled gameplay, or a sandbox mode. That should be the basics. Forget "blocks", (they're the devil, remember?) "walls" are where it's at, brother. So now I'll give you some ideas expanding on this premise that may inspire you! First off, I understand the need for verticality. You want to mine deeper and deeper for new materials - I get that! I do too. But the flat plane is essential to make the "walls" format work, so here's my solution: Multiple planes. This diagram will show it better: So let's say you start on Level 1, (LV1). There are some materials and resources for you to gather, limited monsters, and that's about it. You don't have access to the better materials you need to make better buildings and vehicles. So you need to dig deeper. The deeper and deeper you go, the more difficult the game becomes, with more monsters, landslides, and other hazards. In addition to this, this allows for interesting color schemes and level features as you progress to deeper layers, greatly expanding the creativity you can pool into your project. Now, either at predetermined spaces or at viable spaces based on what's underneath them on the lower level, you will have the ability to build "ramps", allowing you to travel into a deeper level, in this case LV2. These pictures will show it better: Now you may be thinking, "how will I keep track of all these different levels during gameplay?". Well to be frank, that's your job as game developers, but here's one way I think would work great - basically, only one level will be "active" on your HUD at a time, the others will move to the top or bottom of the screen and become greyed and translucent, moving them effectively out of the way, while still keeping them "within reach", so to say, so each separate level doesn't feel like a whole new map. Then you simply could scroll the mouse wheel up and down to switch between levels quickly. In this instance you'd scroll up to move to LV1 and down to LV3. On the Wii, all it'd take is a quick upward or downward sweep of the hand. Simple. Effective. Awesome. Beyond that, please continue with some of your great ideas - the vehicles, (and possibly buildings) based on parts is also brilliant! This would work flawlessly in the format I have suggested. Basically, make this game an expansion on the direction you originally took with the first Rock Raiders and you'll please everyone. The original fans will love it because it gives them what they already love. The Minecraft fans will like it because it is DIFFERENT enough not to offend them and offers things that Minecraft doesn't have. This makes it appealing to everybody - the true thing that made Minecraft so successful. If you've managed to read this far... thank you. I am very passionate about this matter and it made it very easy for me to go on forever about this, so I apologize again for the lengthy read. And if the developers of the original game actually are reading this, I only have one more thing to say to you. Thank you. I cannot express in words how much your original game meant to me in my childhood. It was basically my first step into the world of gaming. I spent countless hours playing and replaying missions, (never could beat that last one though! And I love the Rocky Horror Picture Show reference there!) and even had to get my dad to buy me the Lego sets from the game, which he later told me was very tough to do, as they had discontinued the Rock Raiders line before I had played the game. I tell you honestly that the Rock Raiders series is still my favorite Lego series that they have ever released, no matter how short lived it was - largely due to the awesome game that you produced. Me and my brother still say words like "Dirt!" and "Tool Store!" like the characters from that game time to time. And when it comes down to it, even if you screw up this next installment, I'll always have the original to play. I hope you don't, mind you, but if "blocks" are in any way a fundamental part of this games structure, you can consider it DOA. Finally, I'd LOVE to hear feedback on my points made, as I feel all are constructive and supportive. We all want to see the best final product possible. Thanks for reading.1 point -
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