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Showing content with the highest reputation on 07/23/2018 in all areas

  1. Cirevam

    Project Island - a LEGO Island fan-made sequel

    Wohoho, well that WAS interesting! You know, I don't tell everybody this... but I saw a glimmer of hope that a good LEGO fan game could actually be made. Good trailer.
    1 point
  2. Cirevam

    Time Raiders

    Thanks so much for the levels and for all the feedback. I'm going to take a look at the levels soon and see how well they work. I'll try to answer your other points and musings one by one. - No way to train raiders as Geologists at all: whoops, I must have forgotten to make another building to train those. I was considering making a standalone training building. I think I have one more building slot left. If not, I could roll it into the Landing Pad. - In Crossing the Rift, I was unable to use the Wave Master: Were you using 1st/2nd person? Something about that boat makes manual drilling very difficult. I set the nulls out far enough but it's still a pain. Try moving the boat a few tiles away from the shore and telling the AI to drill. - The Mining Laser can mine Dirt but nothing else: This is intentional according to my notes. It's using BigLazer which is commented as "standard defense laser." I'm not sure why it can drill Dirt. It shouldn't... consider changing it to SmallLazer and upping the range. Maybe that will make it feel correct. I didn't want it to mine but it might as well. - Because the dependencies for buildings use PILOT, if you've only got other raiders on the level (eg Mechugs, which I really don't want to teleport out), which are crucially not Pilots, you won't be able to build anything: This is also intentional because I needed a way for Jacred-only levels to work. Your solution is better since all buildings need power to work. Building a Teleport Pad before a Power Station always felt silly to me. - Slugs don't scare, which is kind of surprising given they're ethereal blueish monsters: The Time Raiders are basically mercenaries (military for hire on permanent hire for Rock Raiders united, which is why they have some drilling equipment), so they are trained and aren't scared as much as our boys in orange. You gave me a thought just now. I wonder if I can use a CFG parameter to make some raiders scared by certain things or be immune to scare (CanBeScared FALSE). Bruisers are bigger and Scouts are smaller, so maybe they would act differently. I'll see if there are any parameters that would do this. - Whatever a "Geyser" is, it doesn't look like one. Seems to be a proto-Rockwhale?: This is a Rockdog! It's using an old geyser effect as a template (hazards and environmental pieces are coded as monsters). It is meant to work like the Rockwhale but be faster. I wish I could edit the melee damage, but that's locked to the EXE. That and the other monsters are still far from completion. Only the Dark Slug is close. I suppose the Rockwhale is close too, since it's supposed to walk around aimlessly and leave your stuff alone. - Armored Transport Truck is much worse than a Small Transport Truck, mostly just because of the speed of STTs when upgraded: I'll admit I made this vehicle mostly because I wanted to put one of my MOCs into the game. Do you have suggestions? It's supposed to be much stronger against landslides and take other upgrades like a scanner. Perhaps the Ore Refinery can require six ore and have no upgrades. I might be able to go up to nine ore since we know the game supports up to nine carry nulls (Small Transport Truck). - Rock Monsters make Boulders but then don't take them: Rock Monsters are very broken right now because I tried using them for AI experiments. Consider reverting them to stock. - The dependencies for high-level buildings (particularly Distributor Tower) must include the Ore Refinery; more than 40 ore in a building has a habit of causing the game to crash: This was intentional but Slimy Slug recently convinced me that this wasn't going to work as well as I wanted. Too much ore causes extreme slowdowns on weaker computers. The ore in Time Raiders has more polygons (342 > 14) and surfaces (five total instead of one), so it's much more demanding. Try replacing Data\MiscAnims\Ore\Ore1st.lwo with the one from your base game (don't forget its texture) and see if that improves things. Also, what if I made the higher-tier buildings have a dependency on the refinery but make them give back small amounts of ore when they're teleported up? I don't think raiders use ore for construction when a refinery is present, so that forces the behavior I want and prevents your game from crashing. I will redesign the ore to require fewer resources as well. - "You can now teleport and construct" is totally borked, but has absolutely no influence on gameplay. I'm not even sure why they're showing up: I always turn this stuff off. Maybe there's a way to make it go away forever since it's useless, but I like your idea of putting resource costs there. This is also why you'll see "You can't teleport this" in the list. The Unraveler and command ship bases aren't supposed to show up and are locked so you can't make more, but I must have never removed their dependencies. - Camera zoom distances should be set to absurd maximums and minimums: Research by Slimy Slug indicates that setting the camera too high can make it go out of bounds. Try Mountain of Justice and go to the top. The camera will likely wig out. You may be able to zoom it all the way out, get the camera outside of the "ceiling," then be unable to zoom back in. I also had issues in some levels where moving the camera with a tuto block would snap the camera to some point way too far away. Sometimes I could fix it but sometimes not. I will be decreasing the maximum range because of this. Set tuto block 1 somewhere in the starting cavern of The First Minute and see if it happens to you. It happened to me almost 50% of the time. - Give the fence a HealthDecayRate: I like this the most out of your fence ideas. It's much better than the set-and-forget gameplay style we're used to seeing. I'll have to think of a balanced decay time that's not too annoying but also works for people that play on 100% speed. I always play on 300% so stuff lasts longer, if what you said about the NERPS timer applies to all global variables.
    1 point
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