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Showing content with the highest reputation on 02/15/2019 in all areas

  1. bphillips09

    LEGO Island REDUX

    Updated to v0.9.7.5. The links (and changelog) are in the initial post. The game should notify you of an update when starting, and if you accept it will take you to the first post. *WARNING*: Please remove or uninstall any existing version of the game prior to installing v0.9.7.5
    3 points
  2. aidenpons

    Test Levels

    Well, at seven hundred and eighty nine slugs, they show no sign of stopping... That's with 16 buildings and 40 crystals in the bank. Also a ton of vehicles. .... they are, however, lagging the game to about 6 FPS... it will probably crash soon. A slimy slug is invading your base! EDIT: Oops, the game crashed without me noticing XD I last saw that my ore counter was at 1200, indicating one thousand and two hundred slugs. Also about 2 FPS.
    2 points
  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. aidenpons

    Test Levels

    If anyone else wants to look into this, creating a NERPs that looks like this: GetSlugsOnLevel > GetOreCurrentlyStored ? AddStoredOre 1 allows you to put the game on 3x speed, do something else, (don't forget to set LoseFocusAndPause to FALSE in the cfg) and check your slug count by just looking at your ore count. I should make a timelapse of this one Mining Laser
    1 point
  5. aidenpons

    Test Levels

    Using an InitialSlugTime of 15 I very quickly got an Idleness-Syndrome looking glitch where all my LRRs dissappeared except a couple on Action Stations, which stood idly. Upon restarting LRR and using fewer LRRs to blast them, I get... well... a lot more than 4 slugs. In the time it's taken me to upkload that screenshot to RRU another fifty slugs or so have started slurping that Mining Laser. They keep coming! Maybe it has something to do with the # of buildings powered? There's a lot in my test map, as you can see. Or crystal count. 202 would probably do it. But I also got more than 4 slugs: roughly 30 and counting. I'll leave this running a bit
    1 point
  6. ShadowDraikana

    LRR remake project

    Splitting the config into multiple files? I very much like this idea and it would make things a lot easier to handle. Dividing up the Stats {} and Sounds {} sections into separate config files would make organizing/finding things much less of a pain. Custom Menus? Already a big step up from the original game. This opens up possibilities for things such as an actual Options menu in the front end (that is, if you allow for calling the in-level options here). Very excited to see how this progresses; keep up the awesome work!
    1 point
  7. miningmanna

    LRR remake project

    The main menu is pretty much done. There are still some small bugs, but those can be fixed. https://www.youtube.com/watch?v=MHQlyC83g4o Next plan is to make a method of doing the Trigger menu items. For anyone not knowing what that is: The Trigger items of a menu pretty much are things the menu can do which doesnt equal to navigation in the menu or changing values (like volume sliders) An example of an trigger item is the "Yes" button when you exit the game. It is supposed to trigger the game to quit. Some others are the "Credits" button, which then starts the credit sequence, etc.... So the plan would be to make some basic functions, which can be triggered with a setting in an extra config file. Before I get into more details about these functions, I added a way of splitting the config file into multiple files. This also means you can add custom values to the config via an external file. The only thing left to do would be to include a comment with this syntax: ;#extern:<PATH_RELATIVE_TO_CONFIG> This would mean, if youd like you could remove the section "Lego*/Levels" into a different file. This works recursivly if you like to do so, adding more possibilities to structure mods and make the config more readable. Now to the functions: There would be a set of basic functions. As example: Game.Quit Level.Pause Level.Play Level.Open(<NAME>) and so on. These can then be used in your custom menus which you can add. In the original game, these seem to be hardcoded. If you have any suggestions for some functions, I'd like to hear them (Maybe some way of triggering scripts?)
    1 point
  8. aidenpons

    Test Levels

    Oh, there are these properties? Let me see if I can get them to do anything Which I know you've done, but I'd like to try too!
    1 point
  9. ShadowDraikana

    Test Levels

    If you notice in the video, slugs actually show up without a NPL present. This is due to the fact the map uses the Slug property. As it turns out, the game has a default script that generates slugs every 60 seconds and caps at 4 so any slugs that spawn afterwards will exit immediately. This works when adding monsters in this way, I should also add. The map is also a good example of how the game treats ground/hidden cavern. Open this up in the map creator and you'll see what I mean. The game seems to treat any squares not designated in the surf map as dirt (it could very well be trying to use the disabled soil here but that's another topic entirely), and the dugg map from there specifies whether there is a wall, ground, hidden cavern (which is ground effectively), slug hole, or hidden slug hole. Other than that, the fog RGB values are different from what the Ice biome normally uses, and there are several properties present that go unused in the main game levels. Cyrem sent me some stuff about these properties before that I probably should go dig up . Another interesting detail is that the levels use the PTL file to generate crystals upon destruction of a wall, instead of using a cror map.
    1 point
  10. bphillips09

    LEGO Island REDUX

    Maybe after a long period of revisions lol. Right now it's pretty basic (and kinda buggy sometimes) but it will get better with every release! And thanks!
    1 point
  11. aidenpons

    LEGO Island REDUX

    Ohmigosh. Will it be better than LW's block building placement? ? I'm looking forward to what comes out of this! Well done on going on with this project for a long time and getting so much done! It is quite the rarity!
    1 point
  12. ShadowDraikana

    Test Levels

    Yep, I just debugged out of the map since I figured I'd shown enough of the map for one vid. Yes. The Slug property is used to specify what creature will emerge from holes and use the internal slug script. Keep in mind that NPLs operate independently of this, so if you have a Slug creature of IceMonster specified, it will spawn Ice Monsters per the internal 'script' while the NPL will spit slugs out when the conditions are met. The NERPs command GenerateSlug is hardcoded to spawn Slimy Slugs specifically. Not as far as I can tell. I might do some poking around with these at some point to be sure. Especially that PickRandomFloor thing .
    0 points
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