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Showing content with the highest reputation on 02/23/2019 in all areas

  1. Cyrem

    I need some help with a mod I want to create, please.

    Welcome @liamfromdonny. Like aidenpons mentioned, LEGOLAND modding is really just beginning. A month ago I released a tool to rebuild its archives, which is a starting point. We now need to learn about the files within the archives, which you are certainly welcome to help with. Just experiement with modifying the files and post your findings.
    1 point
  2. aidenpons

    Im looking for a download to the Lego Island 3 fangame

    Uh, I don't think it's revived. I just think jamesster was perhaps slightly bored and wanted something that was actually functional? Don't expect anything further on this...
    1 point
  3. lol username

    Pepper(?) in LEGO Hidden Side

    Cause there's been some chatter about this on Twitter and Discord but not everybody uses those... For context, Toothdominoes is a designer at LEGO: And, being one of the designers at LEGO who regularly discusses older LEGO stuff on Twitter, it seemed a safe assumption he had something to do with this, haha - and indeed he did: If you haven't heard about the new Hidden Side theme yet, here's the rundown: https://www.slashgear.com/lego-hidden-side-combines-ar-game-with-physical-building-sets-14565846/ https://www.lego.com/en-us/themes/hidden-side https://news.toyark.com/2019/02/16/toy-fair-2019-lego-hidden-side-333586
    1 point
  4. 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
  5. 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
  6. aidenpons

    Map Editing Oddities

    I've bumped into this issue in one of my maps. Granted, I'm running Time Raiders, but that shouldn't make a difference to the way the game handles objects! I got a side-by-side screenshot of where this is. The purple line shows that what was a CWARRIOR (Crystal Warrior ==> very hard-to-kill Ice Monster) has been turned into a demolished wall when that cavern was opened (not just rubble: I saw it demolish like a wall would). But all (? - at least most!) of the other Crystal Warriors work correctly. For instance, just up and to the right a bit is another ? ( ==> object), Crystal Warrior, that works perfectly. It's a bit hard to see, but because I've selected the purple tile you can see it's rubble (there's no option to Build Power Path, because it's rubble). I know that paths in hidden caverns will cause the heightmap to go beserk unpredictably: perhaps something similar is going on here? EDIT: So the Dirt tile to the left of the purple tile (you can see it in Map Creator) also insta-demolishes itself when I drill the wall below it. :S Except there's not even a hidden object there!
    0 points
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