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Showing content with the highest reputation on 04/03/2017 in all areas

  1. Zed

    Ctrl + V

    7 points
  2. Cirevam

    Water Works

    An easy way to get the game to crash 50% of the time, if you don't need monsters on the level, is to designate a rock monster as the Slug in the level's CFG entry. Put a slug hole in an isolated 2x2 cavern that is revealed, and set the level's EmergeTimeout to whatever you want (monsters use that + emerge triggers instead of NERPS unless explicitly called by NERPS). Normally, monsters are initially spawned inside of a wall and are moved ahead of their animation (there are nulls that control this) which prevents them from crashing the game by being inside the wall. Slug holes spawn monsters with a random heading, which means the monster will be facing a wall in our scenario 50% of the time. That means that the monster will spawn INSIDE the wall as it is moved forward from its spawn point. Active objects inside of a wall crash the game 100% of the time. I don't know why. Maybe it's an out-of-bounds thing since items can appear on top of walls and raiders can run on walls, but those cases are not technically inside walls. EmergeTimeout rolls immediately when the level starts, so there's a 50% chance your game crashes a few seconds after starting. If it doesn't, you have a 50% chance every time EmergeTimeout runs out. It's like Russian Roulette but with LEGOTM bricks! Bonus: Add slug holes to the normal play area so monsters can harass your raiders every time the dice rolls. RaiderBonus: Add even more 2x2 slug hole caverns for a higher crash chance! MegaRaiderBonus: Add trap caverns with slug holes surrounded by three walls (four may be possible with dugg map trickery) so your chance of crashing increases even more as you play!
    2 points
  3. EDlTOR

    HD Font

    Hey all, I resized the font textures so they would look nice when viewed at high resolutions. The original font textures are 256x256 and these new ones are 2048x2048. They should look good up to 4k. I kept the font as close to the original as I could. Download: http://oresome.rockraidersunited.com/download/486
    1 point
  4. Lair

    LEGO Island 2 Beta on PS1 "discovered" (IMAGE HEAVY)

    I couldn't replicate it in the final build
    1 point
  5. DoubleBro7

    HTML5 Rock Raiders Remake

    By the way, love the progress! Reinforcement so soon, and dynamite already on the way - seriously, awesome work dude! Just wanted to let you know about a bug I ran into both now and right before you did any of the work on dynamite - occasionally, when I go to make a building, the GUI vanishes, with the top left square highlighted in that red 'building-invalid' color. This only seems to happen in some levels. Also, have you extended reinforcibility to corner walls? I know it wasn't in the original game, but I could never tell if it did anything to balance the game, and would therefore not mind if corners could be reinforced here. Would be more specific/might re-edit this later today, but I got class. Talk later!
    1 point
  6. Rock Raider Obsidian

    The Long Walk: A Rock Raiders Companion Mini-Series

    Thanks! And sorry about that, I did the best I could to get it formatted well but it was difficult to get right. If you'd like, I could send you a copy of the file and you can read it as a word document. Or if you have a Kindle, I could send you a Kindle-friendly file and you could read it on your Kindle.
    1 point
  7. Cirevam

    Which Lego Island is the best?

    From a gameplay perspective, IXS is the best. The minigames are decently varied despite them mostly revolving around driving. Exploration is encouraged through brickimal bricks and character cards scattered about the island. The physics aren't ridiculous compared to LI2. I plan on playing it again. LI2 is a hot mess, but it does have a "plot" and its minigames are extremely varied. It would be a decent game if the loading times weren't 10% of the total gameplay and if its various issues were ironed out. But that would make it IXS. LI2 is to LEGO games as Zelda II is to the Legend of Zelda series. It wasn't really great, but no one knew where the series would go this early on, so they tried different things. LI1 isn't a game. It's a playset where you walk around, watch people jump out of nowhere to scream at you (WOOOHOHO MY GOODNESS GRACIOUS), turn flowers to cups, and occasionally build a car or deliver a pizza. Two of the minigames are races on unique tracks, while three of them are the exact same thing with a different route (drive from A to B, watch cutscene as Robb said). These games barely change for each character. The pizza routes change but that's it, I think. Only Pepper has a minigame unique to him and it's kinda bad. This wasn't a problem when the game came out because I was 7 years old, which is within the target demographic. At that time, I remember the helicopter portion of the Brickster chase being a load of garbage and I still think that today, if that's helpful. Despite that, LI1 has a lot going for it. It's the first LEGO game, and it has really good voice acting for a late-90's PC game. The graphics are decent for the time, and the stereo effects are pretty neat. It also has lots of classic music. I think IXS has better music, but LI1's is more memorable. We don't talk about LI2's music.
    1 point
  8. lol username

    LEGO Universe closure and subscription numbers

    There's one particular post from Lunibook that I feel is worth calling special attention to, posted by WBL member Flambridge on late Saturday, November 5, 2011, the day after the closure was announced: It all speaks for itself, though there's one thing I wanna discuss. According to this, LU had 2 million players, only 100,000 of which were paying subscribers. The 2 million figure is backed up by the official press release announcing the closure: There's one other number for paying subscribers I've seen floating around the internet though, 38,000. The source for that seems to be Brick by Brick by David Robertson, which has a whole chapter on the development of LU. I own a copy, here's the relevant part: It seems they meant a few months before the closure was announced (to both the players and developers) on November 4th, 2011, not a few months before the servers shut down (Midnight of January 30, 2012)... There'd have been no cautious optimism at that point, nor a staff to be even be optimistic, besides the few left to maintain the servers. So the 38,000 number probably comes from around the time F2P was launched in August 2011, maybe slightly before. F2P would have then been responsible for the rise from 38,000 subscribers to 100,000 subscribers + 1.9 million F2P players in the few months until it was axed on that morning in early November.
    1 point
  9. lol username

    Avant Gardens gameplay part 2 - lcdr & humanoid's server project

    Geez, AG sure got grindy after the F2P update. It's good to know people are able to re-live that grind all these years later though.
    1 point
  10. Zed

    Ctrl + V

    1 point
  11. Zed

    Ctrl + V

    1 point
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