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Showing content with the highest reputation on 02/16/2019 in all areas
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Nick Discovers Social Media
mumboking and one other reacted to lol username for a topic
I was looking for a screenshot to post in reply to another thread and found this instead.2 points -
Nick Discovers Social Media
aidenpons and one other reacted to FeebTube for a topic
Nick Discovers The Taste Of Flesh2 points -
Well, while fiddling around with NPL scripting, not only have I discovered that reordering some lines seems to prevent the game from running its .npl (more on this when I can replicate it). I've also managed to crash it in a vast number of interesting ways: WELCOME BACK CADET, IT'S TIME FOR YOU TO LEARN (this wasn't endless, the game crashed to desktop at the end of this clip)2 points
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A closer look at the racetrack firemen
Ben24x7 and one other reacted to lol username for a topic
Realtime graphics in the 90s, man. Realtime graphics. In the 90s.2 points -
Test Levels
aidenpons reacted to Cirevam for a topic
I already knew about this and played with it a bit. There are a few things to consider which makes this iffy. 1) The game does not distinguish between walls and holes when playing the Emerge animation, so monsters will spawn in mid-air and will break out of rocks that are also floating in the air. 2) The monster animations have a special null which moves the monster forward when the animation completes. This means that monsters do not actually spawn on the hole; they end up just into the next tile. Slimy Slugs don't do this. 3) Slugs (or whatever is defined as a slug) spawn with a random heading which cannot be controlled as far as I know. 4) Objects that spawn into walls crash the game. Spawning ON walls is not the same thing. I think the object is actually going under the wall and out of bounds. 5) Placing a hole next to a wall and spawning a regular monster from it has a (25 * X)% chance of crashing the game, where X is the number of adjacent walls, because the monster has a chance to spawn into a wall. I have already tested this. Basically, you have to create new emerge animations for anything that's meant to spawn from a hole, because anything that is designed to spawn from a wall is forcibly moved out of the wall so it doesn't crash your game when it spawns. This requires you to add a new monster type specifically for spawning from holes since you can't tell the game to select a certain animation, or you have to keep your holes away from walls. You need to designate wall-type and hole-type monsters unless you limit your maps like this. It's not a huge problem, but it's annoying because you have to duplicate a monster type and files just to handle a single animation difference.1 point -
Test Levels
Ben24x7 reacted to aidenpons for a topic
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.1 point -
Im looking for a download to the Lego Island 3 fangame
RobberBaron reacted to lol username for a topic
Made some edits to the DLL with the main scripting of the game (the final build, 15.5.5) because why not: Changes: Fixed passwords for the Infocenter and its basement not working (the level names in the password related code were incorrect/outdated) Added passwords for City Hall ("Dusk") and Pirate Bay ("Yarr") Fixed main menu's exit game option not working (was trying to load a "Credits" scene not in the build/probably not finished; now simply quits the game) Since several levels start you in weird out of world locations, I added a quick and dirty noclip-ish movement system. Use UHJK to move around, and Y and I to go down/up. Hold left shift to slow down. Works while paused - the game lets you lock/unlock the camera by pressing L, even while paused, so I recommend pausing, pressing L to unlock the camera, then moving around. For levels that start you way off in the void, I recommend doing this as soon as they start so you can look around and navigate over to the playable areas before falling to your death. Unfortunately, Unity lacked Time.unscaledDeltaTime back then, so I couldn't think of a quick and easy way to make it framerate-independent and work while paused. So you'll move faster when there's less stuff on-screen; use left shift to slow down your movement if need be. Oh, and it works on the main menu too, but only while in the actual main menu part of it so it doesn't move around while you type passwords. Press F for fun. Also, here's the complete password-handling code (with fixes/additions in place): public void Password() { this.sounds(); if (this.textFieldString == "Super 2") { Application.LoadLevel("LEGO Island"); } if (this.textFieldString == "Anchovie") { Application.LoadLevel("Pepper's House"); } if (this.textFieldString == "Infomaniac") { Application.LoadLevel("Infocenter"); } if (this.textFieldString == "BricksterBot") { Application.LoadLevel("LEGO Island Destroyed"); } if (this.textFieldString == "City") { Application.LoadLevel("LEGO City"); } if (this.textFieldString == "Dusk") { Application.LoadLevel("City Hall"); } if (this.textFieldString == "Yarr") { Application.LoadLevel("Pirate Bay"); } if (this.textFieldString == "Eika") { Application.LoadLevel("Ninja Valley"); } if (this.textFieldString == "USS LI") { Application.LoadLevel("Basement"); } if (this.textFieldString == "USS LI2") { Application.LoadLevel("USS LEGO Island"); GUI_Game.totalProgress = 5; GUI_Game.legoCity = 1; } if (this.textFieldString == "Ogelisle4745") { Application.LoadLevel("Ogel Island"); } if (this.textFieldString == "ITZ A TRAP!!!!1") { Application.LoadLevel("Its a trap"); } if (this.textFieldString == "rosesareredvioletsareblueinsovietrussiapoemwriteu") { Application.LoadLevel("Finale"); } if (this.textFieldString == "Sparky") { Application.LoadLevel("Sandy Bay"); } if (this.textFieldString == "Rickroll") { Application.LoadLevel("Rickroll"); } if (this.textFieldString == "Captain Click") { Application.LoadLevel("Caverns"); } if (this.textFieldString == "Achu") { Application.LoadLevel("Adventure Island"); } if (this.textFieldString == "Apollo 11") { Application.LoadLevel("Cutscene Liftoff"); } if (this.textFieldString == "Pathfinder") { Application.LoadLevel("Mars"); } if (this.textFieldString == "thisissparta") { Application.LoadLevel("Battle for LEGO Island"); } if (this.textFieldString == "Friend to all animals") { Application.LoadLevel("Castle Island"); } } Note that some of these levels (endgame things) weren't included in the build and won't work, but you can see them in the older build posted earlier in the topic. Edit - Updated the DLL, redownload if you got it within the first hour-ish.1 point -
Camera Shenanigans Image Dump
Ben24x7 reacted to lol username for a topic
Used Xiron's Cheat Engine codes a lot today. Also did a quick UI mod to make it transparent/invisible a ways into it. Everything is just in the order I did it in. Brickster's Palace There's a statue of the Brickster you can never normally see due to the camera angle. There's four Slimy Slugs at the top of the palace which are hidden when you actually reach that part of the minigame. Their textures are kinda weird. Maybe they were gonna push you around up there instead of the Brickster-Bots? There's a few Brickster-Bot heads up there (and more below) with orange transparent cubes around them, and the polygons on the back have been removed so you must have only been meant to see them from the front. Presumably were once used the same was as in the PS1 beta. There's a bunch of misc objects beneath the palace - a beachball, a screw, some misc fruit, and a red 2x4 brick in varying LODs. Oh, and a pizza, but I think that might just be the one you throw at the Brickster. Maybe most of the other stuff was gonna fall on you like the Brickster-Bot heads? I dunno about the red 2x4 brick though. Skate Park Just one screenshot here, of a random floating pizza in the void Brick Dive Just getting a better look at Pepper's model(s) and the pirate skeletons. Main Menu Just one screenshot again, but hello random Brickster-Bot. Also it couldn't be captured in a screenshot but the skateboarding minifig on the right was changing to a different character every frame. T-Rex Racing Just some misc camera angles you don't see normally. At this point I modded the UI/font textures to be transparent to allow for cool screenshots like this while paused. Since the game re-loads all textures when you re-open it after minimizing, I could just rename the folders containing the mods for if I wanted them active or not. Mr Hates' Camp LOTSA SCREENSHOTS HERE Mr Hates' dino has a gun on one side of the... saddle? And a pouch for pizza on the other side. He's animated to pull out a pizza and toss it into the mouth of the dino before it breaths fireballs, but the animation is kinda sloppy as you can see even from the screenshots. Also, during the initial cutscene, the pizza he feeds to the dino is just kinda floating there. Mr Hates is always somewhat low poly when on the dino, even when up close. The dinos tend to actually over above the ground when in their enclosures. Pepper is so happy at the prospect of punching Mr Hates he levitates. Dino Park A better look at the hot air balloon as it flies away. Parachute Training Broken textures lol Why did a leaf particle come from Pepper's foot Low-poly Ariel from Res-Q in the boat The parachute is invisible from the bottom The sky is just plain white and it really looks weird when you angle the camera up even slightly Parachute onto Ogel Rock Monster close-up Weird low poly Brickster-Bots, one of which socked Pepper right in the noprick.tga Ogel Island looks weird when you look at it too closely here Biplane Several areas where textures are weird, but in areas you don't really see There's a yellow parrot on the barrels at the start (and on a bridge) but despite sitting still they do flying animations Oddly skewed monkey Low poly Pepper has become one with the plane The Rock Monsters here are differently textured from the ones orbiting Ogel, and have clubs, but throw boulders (which spin even when the game is paused). Some are positioned kinda weirdly and floating. There's more I want to check out but I think I've had enough for one day lol1 point -
Camera Shenanigans Image Dump
Ben24x7 reacted to lol username for a topic
AAAAAAAAAAAAAAAAAA Whack-a-Bot I think the squash and stretch on the heads aren't actually an animation but individual objects, stored off to the side when the scene loads...? Pepper's hand and hammer are a single model, with a few texturing goofs The paper the computer spits out is a texture that scrolls along some fixed geometry Brick Dive, again Lots more pics now with the pause menu made invisible The bricks - or at least the one in the treasure chest, didn't look much at the others - change position from when the scene loads to when the minigame is actually started by the player Raging Bull Before the game begins, the sky and sea are tiny and underground near the bridge, and Cedric is just kinda floating near his cannons with fire particles underneath him shooting forward There's some other odd objects under there, like a tree and some ripple effects (like on the main Castle Island map), also the cannonballs (before they start flying around) and more weird fruit. There's some trees intersecting each other Looking at the cannon you're firing out of through itself reveals it's... floating? At least for the one I tried Whack-a-Snake Like Whack-a-Bot, there's some objects stored off to the side, apparently for squash and stretch The snakes look entirely different from the ones in Snake Pursuit Pepper's hand is fused to the plank Pepper leaps forward quite a ways to hit the front snake, even phasing through the rear one Matching Mummies There's a lower poly coffin lid beneath the floor The vines often go through the floor a bit The default state of the scene has the coffin symbols and key visible, no mummies/skeletons inside though The Constructopedia page isn't really floating where it looks like from the perspective you usually see it1 point -
Camera Shenanigans Image Dump
Ben24x7 reacted to lol username for a topic
MORE Make-a-d-Pizza MAMA YOUR LOWER POLY FACE MAMA ARE YOU OK MAMA Background space stuff is pretty tiny Default locations for pizza-related objects are underneath Papa (I'd guess that's the origin for the scene but I haven't checked) Pepper has his head+hair under the spacesuit even though you can't see it through the visor Slimy Slug has the same weird textures as the ones on top of the Brickster's Palace Jousted A better look at the Black Knight Castle billboards Bulls king and queen closeups You may have noticed Leonora's legs poking through her dress in the game even during normal cutscenes, as LI2's dresses are just attachments that actually have the front of the slope at a slight angle to make it cover the legs... But that only works when in a default pose, really. And definitely not when sitting down. Snake Pursuit so many screenshots There's some cubes with particle textures on them at the beginning Missing textures in a couple places The Brickster-Bots in the minecarts just sorta... phase through a wall at the end of the track and that's the end of their journey, but you'd never know as you can't see that wall One area has two waterfalls but no water at the bottom though there's clearly supposed to be some there There's a LOT of unused/unfinished track. I guess they figured the minigame was long enough and had the car stop and never got rid of all the stuff beyond that. It's a tad barren aside from plants and a few statues but at one point there's some Brickster-Bot ruins that aren't used anywhere else in the minigame (though the design is used on the PS1 version).1 point -
A closer look at the racetrack firemen
Quisoves Potoo reacted to emily for a topic
I guess whoever modeled this didn't skip leg day1 point -
A closer look at the racetrack firemen
Quisoves Potoo reacted to mumboking for a topic
They ignored that one of the figures wasn't wearing black: Considering that it's something that's usually viewed side on and at a distance, it's not all that bad.1 point -
Nick Discovers Social Media
untamed 68 reacted to mumboking for a topic
ERMAHGERD! It's a Nick Brick selfie! That face though... At least it's not this:1 point -
PLS MAKE IT STAHP
Ben24x7 reacted to Jimbob for a gallery image
From the album: Other Stuff
I help run a Warhammer 40,000 club at our local primary school. One day after a session we had a look through the models they had painted... ...That's when we found this poor chap.1 point -
Screenshot Dump
FeebTube reacted to lol username for a topic
Primarily involving jet ski race stuff and Nubby.1 point
