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Showing content with the highest reputation on 02/13/2019 in all areas

  1. bphillips09

    LEGO Island REDUX

    Something I've been working on for the next release:
    5 points
  2. bphillips09

    LEGO Island REDUX

    v0.9.7.5 ------------------------------------------------------ Pick an OS, download and unzip anywhere. I recommend that you delete any previous version before unzipping. For Windows and Linux, the "data" folder needs to be in the same root folder as the executable ------------------------------------------------------ *WARNING*: Please remove or uninstall any existing version of the game prior to installing v0.9.7.5 What's New: Bug fixes Patcher implementation Added a brick-building system (click on the green brick base in the Information Center) Fixes for AI Fixes for pizza throwing Fixes for choppy audio (using the original game's monoaural audio) Added some more phrases to test lipsyncing Code optimization Added radio to all vehicles and the brick builder ------------------------------------------------------ Still to do: For v0.9.8: Continue working on NPCs and Pathfinding Switch between "Classic" and "Redux" controls (due to the way the terrain is set up, this will be put off for a later build) Fix more bugs More interiors For v1.0.0: Begin implementation of objectives/missions All 3D interiors Add animations and character rigging Add more character models to the island with animations Overall: Island model smoothing Downloads: WINDOWS :: MAC :: LINUX Visit our Discord channel for quick feedback or general information. Default Controls: E / Left Mouse Button: Interact F: Exit Vehicle G: Throw Pizza Z: Spin Trees Y: Unstick Q: Quit ESC / P: Pause/Resume SPACE: Jump W A S D : Move N: Nightmare Mode ------------------------------------------------------------------------------------------------------------------------------------- Common Troubleshooting: Game crashes frequently or textures aren't displayed properly on Windows: Try selecting a different graphics API Game won't open on Mac: You may need to enable read/write/execute permissions; To do so, open Terminal and run "chmod 777 path/to/game/LEGO Island REDUX.app/Contents/MacOS/LEGO Island REDUX" -------------------------------------------------------------------------------------------------------------------------------------
    1 point
  3. ShadowDraikana

    Test Levels

    Not sure if anyone ever managed to get these working, but the test levels are in fact functional maps. The Ice Level is the only one present in the cfg by default, and it can be made to load correctly with a small amount of editing. Basically the map lacked the properties for the menu bmp/position and the level links. In addition to this, the map is missing a NERPs file, meaning it would be wise to comment out/remove that line from the config for the test level. Otherwise you can just make a NERPs script to fill in the blank. Below are vids I've uploaded showing off what each one looks like. (If you are wondering why these last two are 640x480 and not the first one, it's because I figured out what was going on with the resolution shenanigans I was having.)
    1 point
  4. tfishell

    "Prototype version of Frogger (1997) ... purchased and released"

    Since this is related to '90s PC gaming I thought folks here might be interested. https://twitter.com/MrTalida/status/1094991791101743106 http://highwayfrogs.freeforums.net/thread/37/frogger-development-prototype-build-windows
    1 point
  5. ShadowDraikana

    The many unused content of LRR

    I'll link to the vids here on the forums once they're uploaded. As for the unused content, I actually have a complete list of the unused files in this game. How I did this was through the use of a memory program to log what files were accessed on startup, during gameplay, etc. I never got around to uploading the archive of the unused stuff but now seems like a good time for me to dig that out. Edit: made a topic for the test level vids here https://www.rockraidersunited.com/topic/8455-test-levels/
    1 point
  6. lol username

    The many unused content of LRR

    Welcome! Totally allowed. It's an early UI animation of the Chief, similar to how he appears in the final game, but it's a hologram of him and it's pre-rendered. Seems it dropped down from the upper left corner, going by early screenshots. Here's the tool we have for working with the format: Much of this was cleared up by Karl, one of the game's programmers, in this thread - this post explains the plans they had for the multiple raider types, and there's discussion of some unused/revised buildings throughout the thread, would recommend taking a read through the whole thing, it's pretty cool: I heard the game has some old test levels (one per biome?), but their formats are outdated and can't be loaded. Don't know any details myself, would be cool to see them though. Edit - Yeah, they're at Data\Levels\TestLevels. Dunno if anybody has ever tried figuring out what they look like, or adapting/remaking them in the final level formats. Edit again - @Slimy Slug says the test levels can be made to work with some tweaks to the cfg, might be uploading a video of 'em.
    1 point
  7. Fifi La Fume

    What are you listening to right now?

    1 point
  8. miningmanna

    LRR remake project

    Okay, it has been a while, but Im getting back to it. After some thought, I think I tackled too many problems at once. Not having any structure over the project didnt help either, but I am making some sketching. By looking at the config file, I realised, they must have implemented each screen seperate, since there isnt a uniform way of describing the used assets in the config file As example: The word wallpaper is only used once in the config file for describing the background image of the result screen. Its never used again, I think i will need to implement each "scene" separately. I am live streaming this. If you feel like helping out or just watching, join in: https://www.twitch.tv/miningmanna Edit: stream is over Ive got some more structure to the whole project, and I will at least make the main menu during this week, which probably means, that a lot of menus will work. The result screen is special, but most of the menus arent. Stay tuned
    1 point
  9. lol username

    The Cancelled LEGO Football/Soccer Game(s)

    A while back I was browsing Polycount and came across a thread posted by an artist talking about getting their first gamedev job, working on LEGO Universe. One of the replies was from a guy named Mike Rusby, who mentioned that his first job was also working on a LEGO game. Curious which game it was, I clicked the link to his website in his signature. http://mikerusby.com/misc.html If you scroll down a bit there, you'll see some LEGO character models labeled "lego football Blitz games 2002". I also came across his Flickr gallery, which has the same image, and a second one, both labeled 2003 this time. https://www.flickr.com/photos/mikerusby/3258838335/ https://www.flickr.com/photos/mikerusby/3259670852/ I did more googling but couldn't find anything else about a LEGO game made by Blitz, except a little more from Mike on another website, which just said he worked there as a texture artist from 2002-9 to 2003-2. LEGO Football/Soccer Mania, by Silicon Dreams, was released in June 2002. This game was in development after that one. So, being curious what happened to this game, I dropped Mike an email, and he was kind enough to shed some light on it. He just remembered it being called LEGO Football. My guess is it would have gotten a more unique name by launch to differentiate it between LEGO Football/Soccer Mania, but who knows. He vaguely remembered someone telling him that there'd been a previous football/soccer LEGO game before theirs, but wasn't sure. So the team was at least aware of Football/Soccer Mania, but probably not taking heavy inspiration from it or trying to make a direct sequel. He said "The game was ok to play, the animations that my colleague did were superb." He has a CD with some of the 3D models somewhere; "a wild west saloon, cowboy and indian village amongst other things." He said he'd try to track it down but hadn't seen it in a while. It sounds like that while the game was intended to have a variety of themes, all he really remembered (if not all that existed before cancellation) was wild west themed. In the wild west section you played on top of a train, went through a fort and red indian village, had to kick the ball at rattlesnakes etc. It was an old wild west train, the kind with an iron cowcatcher on the front. There was also a big wild west town with a saloon, which you played in. Meanwhile... https://www.gamespot.com/articles/qanda-lego-star-wars-producer-jonathan-smith/1100-6165669/ I sent this interview to Mike, who said he had a weird feeling it wasn't the game he worked on at Blitz. Given the incredibly close timing, though, I think it's likely there's some connection here. LEGO has a long history of cancelling or rejecting games at one studio, then trying again with a similar (if not the same) concept at another studio. (As you can read there, even LEGO Football/Soccer Mania has such a history; DDI pitched the idea but LEGO went with Silicon Dreams to actually make it, years later). They've done it in more recent years too. Honestly, I'd imagine it's fairly common practice in game development, beyond just LEGO... But why didn't they just go with Silicon Dreams again? I don't know, but it seems they might have considered it... https://www.rockraidersunited.com/topic/5916-contact-with-atd/ ATD was a sister studio to Silicon Dreams; both owned by Kaboom. It'd make sense for one of ATD's co-founders to know of Silicon Dreams's projects - or perhaps they'd know even if it weren't a Silicon Dreams project, just due to working directly with LEGO. tl;dr: Another LEGO Football/Soccer game was attempted, possibly multiple times. It never worked out. Oh well.
    1 point
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