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redbanned joined the community
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LIF to OBJ - a python script to convert LDD bricks to .obj files
M2m replied to M2m's topic in Digital Building Tools
Got some basics working. -
script for extracting textures from nup/hgp! But it doesn't works.
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Ayliffe reacted to a post in a topic: Pepper(?) in LEGO Hidden Side
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redux and project island and lego island 3 are confirmed for canon in the LEGO Universe™
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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
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aidenpons reacted to a post in a topic: Nick Discovers Social Media
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As far as I understand (see my confused posts above) these are builds with only the picture. No instructions provided!
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Ben24x7 reacted to a gallery image: PLS MAKE IT STAHP
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Hi Guys, I'm not experienced builder and I would like to ask you, are the instructions for this "back box" builds or I have to make them only looking at the picture ? Thanks !
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Nick Discovers The Taste Of Flesh
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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.
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"Prototype version of Frogger (1997) ... purchased and released"
Xir replied to tfishell's topic in General Gaming
Frog Highway has come a lot further than I ever expected it to when I founded it, even if we spend most of the time on the Discord server (in fact there's about x3.5 more people there then there is registered on site), it has already well surpassed my super low expectations... lol. I'm so glad for how much things have developed and that we were able to make such a purchase as a community! - Last week
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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.
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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
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I think it's safe to say that need to do some more digging on this . Very curious to know why so many slugs showed up for you, unless the number of slugs is dependent on number of buildings/crystals. Which would all be internally handled by the exe of course. Fascinating.
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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
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aidenpons started following sluggies.png
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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!
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Not that I'm aware of. Interesting, some of my tests showed that the unit was in pure seconds, but it didn't consistently happen enough for me to definitively say that. Please do keep on this; I might try working on it again later.
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Keep in mind that while level files can be modified with LRR running, anything in the cfg cannot, and to reflect CFG changes you need to restart the game. SlugTime very clearly is the timeout between slugs in seconds. No, not milliseconds, like the NPL scripter, not 40-units-a-second like everything else in LRR, seconds. I'll report back on InitialSlugTime soon. Is there anything like SlugNumber?
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Oh be my guest. Anything anyone can figure out with these at this point would be massively helpful. I poked Cyrem about these before but never heard anything back on this specifically. If these do in fact control the timeout, that would be massive.
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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?)
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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!
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One detail about the 'script': slugs will never show up this way until one powered building exists, excluding the Power Station and Tool Store. There are two other slug properties that serve unknown purposes currently. I figured they were tied to some sort of timeout for the emerges but modifying the values produced very conflicting results. Properties in question are SlugTime and InitialSlugTime. The names imply they are, well, timing related but again my tests were wildly inconclusive. More research is definitely needed.
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That's an amazing discovery! I can't believe I never actually bothered to test that! Is there any way we can edit the time between slugs or max slugs? Probably not.... but is there anything in the .exe? @Cirevam, I spot fun exploitable things for Time Raiders Crystal Warriors or Rockwhales emerging from slug holes?
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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 .
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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
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I clearly didn't pay enough attention to the levels I never did test them.... At the end, was that you pressing Ctrl+S to win, or was something else playing up there? uh.... run that past me again? monsters emerging from slug holes? :S Or what? I know you can make slugs emerge from walls (EmergeCreature Slug) PTL shenanigans, one day we'll understand them... Does this mean we can have both crystals and ore from the same wall?
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