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Showing content with the highest reputation on 04/04/2017 in all areas
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Old LEGO Island Message Board
Ben24x7 and 5 others reacted to lol username for a topic
If you've never seen it, take a look at this old LEGO Island 1/2 fan site: http://www.oocities.org/wonkeyzonkey/main.html It was hosted on Geocities, which taken offline in 2009, but is mirrored on the website linked above now. I remember it coming up in LEGO Island discussions on BZPower years back, and as far as I know it's the source of the "bataat" cheat code for LI2 (which lets you use the hats/hair the developers in the cave have on the LEGO Island citizens) - the LI2 devs apparently told the website author about both that cheat and the "sdreams" cheat to unlock the cave. Maybe the cave cheat was first posted there as well, who knows. Anyway, I was poking around and found the site apparently goes back to as early as 2000, and was originally hosted on another server/domain - and of course it was only a LEGO Island 1 site at the time, as LI2 wouldn't be released for another year: http://web.archive.org/web/20000816122150/http://mykonos.cve.uri.edu/lego/ As of April 2001 the site moved to Geocities, due to the old host not being sufficient for the site's traffic (note LI2 still hadn't been released yet): http://web.archive.org/web/20010716062323/http://mykonos.cve.uri.edu/lego/ But more interestingly, and the main reason I'm posting this topic, if you look at the earliest archive of the site, it had a message board for LI1: http://web.archive.org/web/20000823015548/http://www.insidetheweb.com/mbs.cgi/mb887196 There's not a ton of posts there, but still more than you might expect. It's kind of interesting, seeing people trying to figure out character names, and there was a discussion of what people would want out of a sequel (though all but the first post in that thread isn't archived). Also a rumor you could play as the Brickster, which I guess is actually kinda true with debug mode.6 points -
Old LEGO Island Message Board
Ben24x7 and 4 others reacted to Lair for a topic
i love this site already5 points -
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/4862 points
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HTML5 Rock Raiders Remake
darkf and one other reacted to DoubleBro7 for a topic
<Currently referring to levels by number because I don't have a list of level names. System is "x-y": x referring to row, y referring to column.> I'm happy how quickly you went to address the bug... but it seems it likely has little to do with the out-of-bounds issue, as, now, every level in the first 4 rows has the bug. I even tried mucking about with camera position before attempting the duplicate the bug, only to get the same result. 1-1 was fine when I last posted, but now - after this latest commit, I think - it [sometimes?!] shares the previously mentioned bug w/ 2-1, 2-2, 3-1, 3-2, 3-3, 4-1, 4-2, and possibly more. (3-1 might have been unaffected before the last commit as well - I don't remember precisely.) To reiterate; before, I never encountered the bug on 1-1. Now, it happens most of the time I play that level. More[?] detailed description of bug: When I click to choose a building, the top left square on the screen goes red, and I can't do anything except pause/quit. Tested with both Tool Store and Teleport Pad on multiple [not every] levels. (Incidentally, I found that it triggers in 1-1 regardless of whether the raiders have reached their Tool Store yet.) So I've just been going into levels and trying to place a building site, either straight away or after upgrading TS to level 1 or 2, and then the bug triggers. Oh, and lastly, corners can be reinforced as of now, but what I meant was: does the reinforcement code apply the same effect to corners as they do for walls? Because I think that even after your latest patch to the reinforcement code, there were still a few cases where landslides occurred out of walls that had already been reinforced. *I don't mean to be putting down your latest efforts by any means, however.* While this does seem like the biggest bug in a released build thus far, that title is not a lofty one by any stretch of the imagination, and this one only barely clears that bar. This is just a small setback, and I'm sure you'll be able to identify and address the issue in a jiffy! I have faith in you, and I appreciate both your speed and dedication to this project, as both have been absolutely heartwarming to behold thus far. P.S. - Again, I would love to have dedicated more time to this response, but I felt like I was able to come up with a good amount of quality response/data in ~60min. Hopefully this is helpful, and I didn't gloss over any giant details.2 points -
Avant Gardens gameplay part 2 - lcdr & humanoid's server project
Lind Whisperer reacted to lcdr for a topic
We're continuing where we left off, with the main questline after having completed survival. Featured in this video are mostly free-to-play missions, which have the additional complication that their scripts have been removed from the client, so replicating the behavior is more difficult than usual. As mentioned last time, Movement AI is not implemented, as it's too complex to justify a prioritization over other features. Other than that the implementation is moving along pretty well, with functionality almost indistinguishable from the original server.1 point -
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LEGO Island 2 Beta on PS1 "discovered" (IMAGE HEAVY)
aidenpons reacted to Robb for a topic
Randomly playing around in the PS1 beta and discovered that you can make the horse fly or bug it out by spamming the jump button (don't know if this is fixed in the final version, haven't tried)1 point -
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LEGO Universe closure and subscription numbers
Vic Rattlehead reacted to lol username for a topic
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
