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Showing content with the highest reputation on 02/08/2019 in all areas
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Maze
phenix8fr reacted to aidenpons for a topic
More of an NPL experiment than a truly playable custom level, I present to you this: Stay on the paths and the next one lights up ahead of you. Step off the paths and you lose. (Why is everything looking non-LRR-y? I'm running Time Raiders, partly to show it off ) I haven't bothered to tidy everything into a plug-n-chug format but everything is indeed usable right here, if you want it (should run fine on vanilla LRR). The interesting bit is of course the NPL and tutorial block map. The tutorial block map has the LRR at 19 and counts down to 1 on the tuto block in front of the Command Ship. The NPL is put in a spoiler here: The interesting bit is the usage of a loop to find which tile the LRR is at. Then just subtract one from that and put a power path down on the next tile. If it couldn't find the LRR on any tutorial tile, fail the level and send monsters out. One would suppose that if I were to put the lines TRUE ? SetTutorialBlockIsPath GetR1 TRUE ? SetTutorialBlockIsPath GetR3 next to the other TRUE ? SetTutorialBlockIsPath GetR2 the game would work flawlessly, making power paths ahead, on the raider, and behind. Except it doesn't, and won't do what you want at all, spawning no power paths instead of three. My theory so far is that when the game sees a SetTutorialBlockIsPath command it will no longer execute any more SetTutorialBlockIsPath commands for that run of the NPL. This isn't the first instance of the NPL playing up, and I've noticed that re-ordering lines will actually change the outcome (even if all you switched was TRUE ? AddR1 1 and TRUE ? GenerateSlug). I have two further comments to make: 1) Perhaps this would be more playable and more fun if the game didn't point out where the next Power Path was, and you had to get it by trial and error. That's easy to do; on the SetTutorialBlockIsPath line change GetR2 to GetR1. However, this also might be incredibly trolling... 2) Why is the maze so short, I hear you ask? With @Cyrem's map creator there's an arbitary limit of 20 tutorial blocks (Thank you so much for your utility Cyrem! Nothing would be possible without it!) Is there any chance this could be... increased?1 point -
Npl Scripter v2.1 - UPDATE!
Cyrem reacted to aidenpons for a topic
Thank you a lot! My XP trashtops are separated both in space and time (the separation in time arising because of a significant separation in space ), and I'll let you know if it works. Yep, the NPL scripter works fantastically on my XP trashtops! And I used them to make something... that, in particular.1 point -
LEGO Island REDUX
Pixus reacted to Fluffy Cupcake for a topic
It was extracted using QuickBMS. For the signs, so far I like Dazz and Yajmo's ideas the best. Even if the original controls aren't implemented for the rest of the island, classic interior mode can still be a thing to enable & disable in the options. Perhaps there can be two states to the info centre, if you enter the centre while classic mode is activated, then they are there, if disabled then they would just be sitting in a box.1 point -
LEGO Island REDUX
Pixus reacted to Yajmo for a topic
pun? Maybe there could be a crate full of the old arrow signs sitting in the corner of the room or something as a call back?1 point -
LEGO Island REDUX
Pixus reacted to Wognif for a topic
I don't think we'll need those arrows anymore, however, I think they could be put in as a decoration, paying tribute to the original.1 point -
LEGO Island REDUX
Pixus reacted to bphillips09 for a topic
I think he's talking about the interiors being orthographic. The current setup is the same as the original LEGO Island where you click the arrow posts to turn (to face the elevator/score cube/etc). But with Xiron's 3D models, it would be a perspective first-person setup where you can actually walk around the interiors and interact with objects and such. As far as controls go, I'm considering adding the option to switch between FPS controls and original controls. However, if original controls were implemented, you'd lose the functionality to look up/down and also the functionality to look left or right without actually turning.1 point -
LEGO Island REDUX
Pixus reacted to bphillips09 for a topic
This is incredible. I love the look and feel of it all. Where did you get the images for the score cube? I couldn't find any in the game's files that weren't super low-res. Also, I don't think it needs the arrow signs anymore considering that they would be pointless, but it's your call1 point -
LEGO Island REDUX
Pixus reacted to Fluffy Cupcake for a topic
Let's see what's knew at the info centre today. Is that the score cube I see? Let's get a closer look! Why, just look at that glorious score room! It's so beautiful I could almost cry. Anyhow, I'm sure I'm not the only one who noticed that the door we entered through wasn't around before. Let's go back and take a look. Rotating doors, cool! We can have lots of fun going around in that! On a more serious note, this is what I've got new to show so far. The rotating doors room is still a WIP, and for the record those doors are 100% custom, it was too messy trying to merge 4 LEGO doors. You may or may not have noticed that the ceiling is considerably low in the rotating doors room in comparison to the other two rooms you've seen. Why is that? Well, because I'm attempting to stay true to the original. I'm still working on the transitionals from low roof to higher roof, so I won't show any wider views for now. Do you guys think I should add the arrow signs to the rooms? I didn't put them in because well, they will be rather pointless.1 point -
LEGO Island REDUX
Pixus reacted to bphillips09 for a topic
Woah this is awesome. I'm seriously very impressed. Did you do the elevator/third floor as well or just the first floor?1 point -
LEGO Island REDUX
Pixus reacted to Fluffy Cupcake for a topic
Well, I spent a bunch of time this week getting this blasted radio done and fixing all the issues I had with the holes in it (yes those black ovals aren't flat). I can say though that I have learned a few things this week from this. And now for the final view of the room: The ceiling is a bit dark, but that's mainly due to indecent lighting. The main things you may notice is that the door is a bit taller than it should be (although less studs than original) and the amount of studs on the blue walls between the wall map are much less as well, this is because I'm being more accurate then the game is itself and I'm not being as manipulative with the stud sizes. I'm glad to finally be moving on to a different room now. Criticism is still welcome.1 point
