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Showing content with the highest reputation on 01/21/2019 in all areas

  1. Cyrem

    LEGOLAND Resource Tool 1.0

    LEGOLAND Resource Tool (1.0) A tool to extract and rebuild LEGOLAND Resource Volumes. You can now extract and rebuild LEGOLAND resource volumes! Previously it was only possible to extract them, but not possible to rebuild them and thus make LEGOLAND mods or do other futher testing on the game. The tool is mostly self explainitory, to extract a RES file click Open RES Volume then Extract Files or to build a new RES file click Import Directory then Build RES Volume. Enjoy some new modding! Screenshot Download From the File Database
    1 point
  2. Quisoves Potoo

    The Ballad of the LMS Explorer

    A bit of context: I wrote this terribly silly thing a few years ago on request from a player in a BIONICLE Mafia game I was hosting (as one does). Anyhow, I've always felt remiss that I never got round to posting it on this site, so here goes. Enjoy! Here, for the curious, is the scene in which it originally appeared: Kudos to Ghidora for requesting this in the first place.
    1 point
  3. aidenpons

    The Ballad of the LMS Explorer

    I feel that song is one medium that LRR is rarely adapted to... ... Regardless, this was an extremely interesting foray into such an adaptation! Well done!
    1 point
  4. Ayliffe

    Project Island - a LEGO Island fan-made sequel

    Could write a lengthy post here about how I'm intrigued but sceptical due to the lack of any actual proof of game other than character renders in the OP, but there's a really good tweet thread out there that already covers the subject really well so I'll just plonk that here: So, uh, yeah - I would've personally worked on getting some headway with the actual game/a rough demo of what ya wanna achieve before going all-out with renders and teasers an' the like, but still - best of luck with the project innit.
    1 point
  5. ProfessorBrickkeeper

    BIONICLE RETURNING 2015

    Cool. Cool. Cool. Oh no.
    1 point
  6. emily

    BIONICLE RETURNING 2015

    New graphic novel came out and there's some good s*** go౦ԁ s***? in there
    1 point
  7. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Hey guys, so I'm coming up to the end of my school year and have learnt an abundant amount of coding skills in C++ and C#. The problem is that Cave Raiders is using Torque Script on Torque 3D which I've actually stopped using since the last update I did. Does it mean Cave Raiders is dead? I hope not. But as per usual time and money are a major factor, I've got other priorities in life like attempting to start a indie games company which takes my full game dev attention and I can't be doing side projects no matter how much I'd like to (They're not profitable in short). So where does this lead to? Well during my school break I will attempt... to make a map editor for Cave Raiders, this should at the very least give the game some longevity and allow everyone to create their own fun to share. Extra: I have thought about redoing the entire game but in Unity, the biggest issues with this is functionality development, Torque has vehicles in by default as well as multiplayer, this bypasses a hell of a lot of work. So in that sense I've kind of dropped that idea, however going back to Torque Script is very much do-able but I rather not break my brain trying to memorize 3 similar coding languages. I may sit down and asses, when I have the time, the entire game and whats left for me to say "That's the level of complete I want". I don't believe there was too much more to do, I remember I needed to add water, lava, monsters and finish the functionality on the vehicles (Which still isn't hard to do just time consuming). Those who are interested in continuing Cave Raiders: Its a long shot but this is for those who are interested in continuing Cave Raiders, first of all the game is completely uncomplied (except a few AI scripts because they're required to be), so just whip those .cs .gui .mis files into a text editor like Notepad and you can start modifying everything. I am giving everyone permission to create their own "Patches" or full modified releases of repackaged versions of Cave raiders with their changes and additions and posting them into this thread or their own. Some have asked for the 3D models within Cave Raiders and I for the most part rather not give those out, if you have the technical skill the decomplie them and use them in your project feel free but credit me please. My hope is that people will try to bring this project up to a better standard soon or the future. And if you ever use Cave Raiders or its content for anything, please at least link back to this thread.
    1 point
  8. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Alpha 0.4 Key Features: Bug Fixes, everything is now multiplayer compatible, so now you can see what you're suppose to! Visual Update, probably one the most noticeable additions! Several buildings and vehicles now have studs on them. Everything has been polished too, extra shiny new looking blocks! Caves now crumble when you destroy the walls, rubble can be dug and the ground changes! Donations Donate Cave Raiders is completely for free and will never cost money or membership. I'm putting my best efforts into making this game a reality and free fun experience. Donating is not only a great intensive for me to keep going, but realistically helps the development of the game and pay the bills! Please only donate if you can spare the money! Download: CaveRaiders 0.4 (MediaFire) Ground Controls: F3 - Mission Briefing W, A, S, D - movement Run/Jump into Vehicle - Enter Vehicle F - Exit Vehicle 1 - Slot 1 2 - Slot 2 3 - Slot 3 4 - Slot 4 5 - Free hand F - Interact with Buildings Left Click - Use Tool / Place Building R - Rotate Building B - Build Menu Tab - Change camera view V - Rotate camera in third person view Z - Zoom! Vehicle Controls (NEW!) W, S - Forward/Reverse A, D - Steer Left and Right Space - BRAKE! F - Exit Vehicle Version Notes: Several vehicles were actually disabled and removed, specifically the larger ones as they don't use the new texture system and haven't been properly converted from 0.2 days. Only so many controls are able to be remapped, this is due to the way controls are setup in the engine (aka the engine developers never fixed it) I have however made vehicle controls remappable so enjoy that! Power is working better than ever but its still not ready to be used correctly, hence the low price on everything power related. Troubleshooting: If you're not hearing anything during gameplay, press Ctrl+O and go to the audio tab, try changing the Audio device to another on the list. Post in this thread if you cannot fix your issues and I'll try to help as best as I can. Hosting: If you're hosting you may need to port forward if no one can find your server. 28000 to 28008 TCP and UDP (The number of players you're letting into your server, 8 by default) Or if you know the host get their IP and press ~ in the main menu and type: connect("123.456.789:28000", "password", "name"); Replace name with your name, make password "" if there is no password and change the numbers to the hosts IP. Report Bugs!: As said before, if you encounter a bug, please report it and how I can replicate the bug!
    1 point
  9. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Hey guys just a quick update, I've done heaps of updates and fixes on this next version, and I'm going to shoot myself in the foot here but I'm promising to get a release out in the next 7 or 8 days. I'm currently on school holidays and I planned to go crazy on updates (Which I have to an extent) but I need to do other things... seeing as I only got 2 weeks off and now I have 1 week left. Anyway point being is that I won't be able to work on this much unless I get a random dev drive again for about 10ish weeks when I get another week off so I'm aiming to get this one out and ready for people who may want to start modding, level editing or just playing something less broken. And as a teaser, I've done a visual update on the textures and some of the models.
    1 point
  10. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    I think this image shows off quite a few changes since 0.3 Alpha. That's not another player by the way.
    1 point
  11. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Decided to implement the lava theme today, so officially now all the themes are in Cave Raiders from Lego Rock Raiders. Also updated the Power Path tiles to glow now!
    1 point
  12. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    I had to take a couple of days off to follow up on something, so I decided to work on a task I've been putting off for a while. 'Power' and 'Power Paths' now properly work! I redid a heap of the code and its much better than the monstrosity that I created before. I also made the rubble change as you dig it! Cave in animation in the back mid fall being shown off.
    1 point
  13. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Quick-ish update, I've added an additional slot for both Crystals and Ore, so now you can always carry two of each. I felt like this has vastly improved the gameplay flow and doesn't feel like a massive grind now, but still not too power as to forgo vehicles. I've also added a teleport vehicle to player function, that also leads into a vehicle ownership mechanic; so once implemented, each player will be limited to a single vehicle that's tied to them (I might include player lock feature one day). I've thought about it a bit and I feel like I can continue on this project for at least a while longer, I still got 0.4 Alpha to complete which makes this game more feature complete (Though still buggy), so look forward to that coming whenever I get the time. Overall the game is really open, you can see all the code I've written by just opening the cs files in notepad. So if worse comes around someone else could continue my work. Lastly, I'll be looking at mod support for a future update (Likely a version after 0.4). How that will work will take some time to put together and explain, if time permits, sooner than later.
    1 point
  14. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Small Update: So I've been working on the power system for about 2 days and kind of got it working. I'll give it another day but if I can't get it 100% I'll be releasing it as is as it currently doesn't do anything anyway. While the original RR required players to have a Power Path to place a building next to, I've opt to allow buildings and paths to be placed at any location. This was not only easier to code but just a quality of life change to the original (Side note, "Building Pads" act the same as a power path, so the pass power through and buildings can touch directly). Few things about this image below. It shows off Power Paths lighting up! Which was quite satisfying to see after 2 days of work. You'll also notice the building Power Paths really pop out, I tested out a way to enhance the visuals on it but it requires a bit of texture manipulation so I may skip on applying it on the other tiles for now. Also Power Paths themselves, I've had them working for a short while now, they tile correctly when next to other paths. Last but not least, Ice theme being shown off here, I briefly mentioned it in a earlier post. Its a simple line that can be altered in the mission file to what ever themes that are setup (Currently "Base" aka Rock and "Ice).
    1 point
  15. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Progress is good, I've got 2 more school days and then I'm off for less than 2 weeks. If all goes well I'll have something released about mid way through my holiday. Against my better judgement I've updated the engine I'm using to the latest development build which has fixed several issues but caused some really bizarre bugs. So I've been back pedaling a bit and fixing problems. In terms of the release, I've said before that the game will no doubt be buggy so I'd like to go into brief details of what is possible and not. The game runs smoothly for the most part, the occasional delayed spawning of the cave pieces but only after loading them in for the first time. Ground vehicles are working as intended in terms of driveability and collision, originally they were falling out of the caves (They don't have a function other than transport for now). Current tools such as the jack hammer and shovel are in and working, while the rest are shown in the menu they cannot be equipped. Buildings may have power in the first release, entirely depends if I can get the path system to work as intended. You can also place buildings but the visual indicators aren't great as the only square that gets checked is the one you're on. Now into the gritty stuff, Multiplayer is in but only sorta works. Mostly down to sending the clients relevant information and adding additional updates to the ones I have done. There is a inventory bug at this current moment where it will just stop working for no known reason, I'm trying to track this down before release. So if you want to play with a friend or group, just be aware that they won't be able to operate menus or see stats on things... some times (Alpha's in a nutshell). I'll try to get some sort of bug report page working, I really need people's input for this game to be bug free as possible. So one of the key structures to Cave Raiders is the possible map sizes, I've capped it off at 48x48, in the image below it shows the scale of how big it can be. If you look closely at the bottom left you can see an orange spec in the rubble which is a player. With slight adjustments the scale can be made bigger however, 48x48 was chosen as it affects loading and frame rate on the player. Also (from memory) that was the limit in RR, if it was any bigger the travel time is immense not to mention mining times to even make it from one side to the other. This map size would only be used on an extreme map or some kind of sandbox level to begin with. The max map size (48 x 48):
    1 point
  16. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Another day, another update. I can see a release in the near future, I've currently had a check list that I've been slowly going through and pushing other tasks to a future release as they will require a somewhat hefty amount of coding to do. I mostly want people to find bugs and any issue I may miss with this release, with that said it will be the most feature complete release yet however not a complete game. When will it be released? Well as usual I can't throw out an exact date but I will say within a month assuming nothing takes up all my time. What has been added since last news update: XP and Upgrades - You can now upgrade 3 abilities at the Support Station. Vehicle Training / Increase Inventory Space / Speed Upgrade and a heal button (Aka Sandwich) Themes - Levels can now be set to Ice or Rock! Will add lava later, this feature is also mod compatible for custom themes without overwriting the originals (More on modding later) Paying for Buildings and Vehicles - Vehicles use the global resources to be purchased at the desired building and being constructed buildings require players to drop off individual resources. Objectives - Collect X Ore/Crystals and you get the win screen! Win and Loose Screens - When the mission ends you get a win or loose screen, bit buggy at the moment but it will in the future displayed individual player stats and mission stats. Multiplayer fixes - Several issues, including UI not updating on clients. (Side note I do mutliplayer testing myself so its difficult to find all the bugs, hence the near release). I've created/recreated the Cave Raiders logo. Quite happy with the result, while not completely 1:1 with the RR logo it has its own personality.
    1 point
  17. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    I started work on updating the visual on some of the content and I wanted to show off the before and after: As you can see the right is way more defined and the models are higher quality, though the majority of the 3D mesh is still the same. I'm also doing Ambient Occlusion where ever possible, the effect can be best seen on the Chainsaws (The shadowing effect).
    1 point
  18. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Short answer: Nope. Long Answer: I don't have access to a Mac machine to compile a mac version, even then I wouldn't be quite sure if had the technical knowledge to do so. If I gain access to a mac, I will give it a try. Big news blab below, I wrote this at 3am so it might not be the most professional post I've done. Some of the information is distributed weirdly. So I've started from scratch in terms of coding, I'm leaps and bounds better at it than when I was working on it before. I've coded the cave system almost completely, works almost the exact same as the original game only with improvements! With that said I still need to code ground pieces such as paths and lava/water. However that will be A LOT easier than the cave walls which took me a solid week of coding. What I'm aiming for: I'd like to create a similar but different experience to the original game, similar as in the same everything minus the RTS element and bots. What the hell does that even mean? So the idea from the get go was to more or less recreate the first person experience from RR into a fleshed out game, that is still the goal. The gameplay will be adjusted from the originals to better suit a team player driven experience than a RTS mindless bots running around eating sandwiches while being attacked. The game is and will be Online Multiplayer and I'm aiming for a individual player progression as well as team work to build structures and gather resources to be used to create vehicles. Talking about the individual player progression, so far I've been designing it and haven't implemented anything as of yet. RR each of the raiders could hold 2 items (from memory), the same applies to this games players though the more tasks a player completes such as mining walls, shoveling rubble, they gain XP or a type of currency, with this they can choose from a small list of things of upgrades that allows them to do more. Examples would be allowing the player to use light/heavy vehicles or increase their inventory capacity. What about the single player experience? I am keeping it in mind. I haven't worked with RTS bots before, let alone ones that path find around a ever changing cave system. I've thought of having "guards" that the player can spawn in to help protect the base but bots mining is a whole new level of programming and time. Risks and challenges: My number one risk is that I don't get the time to work on this or I loose interest altogether, I'm a full time student learning programming for the next 2 years and constantly looking for games industry work. As always, work comes before these things, but in my case my work will be developing games in one way or another and coming home to do more of it is taxing to say the least. The cave system was one of the biggest challenges of restarting development on this game, I can safely say 80% of it is done, I just hope I don't run into code breaking problems with paths. Next challenge will be implementing buildings, so rather than just having an entire base, you'll get to choose locations for your buildings or even paths, I'll be allowing all players to do this. The risk being players might waste resources on doing unnecessary things so a bit more thought needs to go into it, I'm likely going to set limits so you may only have 1 Power Station, this would need some balancing. I plan to have an interactive system where you press a 'use' button on the structure and you'd gain access a menu that would let you change your inventory or purchase vehicles etc. While I've done similar things before I haven't quite hit this scale. Updating the art, I did everything originally for Blockland and I was trying very hard to keep everything low poly (Which was a good thing!). However circles are horrible with only 6 sides. I need to update everything which takes roughly 1-2 hours per building/vehicle and there is a lot. This is a low priority but I want to do it. I am considering a "leader" role, where by the players vote a leader into power and they control the placement of buildings and use of the global resources. This is a huge undertaking, its almost a game within itself in the large scale of everything. This is why I'm aiming for individual progression so each person can do what they want rather than be dictated on what to build or do next. But it would be nice to have. Vehicle testing so far has ended in vehicles clipping through the cave and falling off the 'world', I hope I can fix this... My next to-do is to make a to-do list, I've just been working on random things thus far so I might need to get onto a task list. Additional: I've ported over the Power Station and updated components on it so it looks more like the actual thing. I've also ported and redid a heap of the tool store, I had to keep it thicker than the original games just so the collision would make sense to players. Still a fair bit I'd still like to update on these. So I hope this have given you guys a bit of insight to what goes through my brain direction I'm taking this project in. I used to be very hush hush about features and goal but with these hobby projects I'm now becoming very open with them. I may even open my game design document to the public but don't hold your breath. I will not be adding land slides to this game.
    1 point
  19. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    Serveral years later. '> '> Acutally functions the same as the old caves, I might be working on this again... no promises.
    1 point
  20. emily

    BIONICLE RETURNING 2015

    Summer set list.
    1 point
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