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Showing content with the highest reputation on 05/14/2019 in all areas

  1. rockboy

    LRR:CE - System Malfunction | WIP | UPDATED 05-13

    Alrighty then, an update it is!! First and foremost, I want to apologize in advance if updates aren't as rapid or seemingly major as they should be. I'm (right now at least) working on most of the content in the overhaul by myself. In addition, Real Life is being is a little busy, so I can't work on the overhaul 24/7. Things are a little slow because of it, but it doesn't mean I won't be creating any new content. That being said, a lot has changed since my last post. Lemme make a list of the biggest new features: Added Splash Screen with basic information + linked my webdomain to this post. (The title may change, which is why. (see splash screen) Added in an intro. Nothing too fancy. Worked on and finalized the Simulation Biome with help and advice from @Cyrem Worked on and started implementing new fonts. The main menu font is currently too small for my liking. It'll be twice as big. These buggers have given me tons of trouble in the past few days. Big thanks to @miningmanna and @Cirevamfor helping me! Started working on some concepts for the missions selections. The Moon Missions will contain a full map of the moon, where as the normal missions a map of the planet. (read below) Started working on sound design elements in the caverns. See video below. Finished loading screen Started working on implementing the additional building (The Air Filter). Note: I'm having major issues getting it to work. I don't think it'll be something I'm finishing short term. The overhaul is now based on @Slimy Slug's Rock Raiders Reloaded. Thanks for allowing me to use yours as a base! Let's work things down from top to bottom, starting with the new splash screen.. This screen only shows up to 5 seconds. It's not enough for you to read it completely in the game, and can be skipped with a simple press of a button. Its information may change depending on the time of day, or how i feel if information needs to be added or changed. It's just a mockup, nothing more. One side note, is that the overhaul falls under Creative Commons (at least for the time being). Don't worry, I won't pull you to court, you're free to use the assets as long as you credit me. If you're interested in reading up on it, you can get the human friendly version of the entire document of it here. Let's skip to the point about the mission selection. The things prior speak for themselves. You can watch the video down below to see how they look. Just keep in mind, everything is placeholder, but it's also possible it'll stay. The mission section will work quite differently from what you're used to in the base game. Gone is the planet sliced in half. I think it doesn't really make much sense in terms of the lore. That's just my 2 cents at least. The new (and in my opinion) better way of indicating levels is like this... PLEASE NOTE: While I didn't explicitly mark the images as "concept art", let it be clear that it is. I've not finalized the design of the mission indicators yet! The way it'll work in theory is that when you haven't "discovered" a level, it won't show up. There are a few ideas I have, one of them is that it'll be a black image covering up the grid cells, maybe a cloud cover. Who knows (I don't)... The border around levels will change color depending on the biome. There is currently no indication of depth beneath the surface, but that is something I'm planning to do; among other things. I'm well aware that the game doesn't support transparency like this. My workaround here is to simply cut out the levels, background included. It'll work. (I hope). This also means I can exploit the current broken level linking system with "optional" missions. Maybe some that go back up a few, to rescue a raider, or to become an extension to a level. This is all concept, not final. I'm definitely interested in feedback. Oh, and huge shout out to @Cyrem for suggestions and ideas on the design department of this! Let's move on the the cavern system sound design. Please note, these are recordings. I did my best to clean them up, but they may not be perfect yet. I may go record more sounds at some point. Who knows...Still reading and interested? Okay fine, guess you deserve it... Below is a video showcasing the new cavern sound effects (and a part of the simulation biome). Please note, this video was from an older build of the Overhaul, a few things look different! I really like how it turned out personally. Alright, I went into this sentence, thinking there's more to talk about but.. that was pretty much it for now. Here is one more video showcasing all the elements working together on the latest build of the overhaul. Enjoy!~ I'll update the first post with new info when I'm closer to a release. As for now I think it'll have to do. Please be sure to follow this thread, all new content will be posted in new posts when it comes out. Also note, that I rather post semi big updates, than keep posting smaller insignificant things. Things are gonna slow down a lot as well, so just a heads up. Don't worry, I won't let this overhaul die You and me both! As for the awesome addon, I did see this, and I think this is a huge improvement over Axel's default sound work! In terms of System Malfunction, if you've read the thread, I hope you like what you hear. While I have some things covered, there may be some things I could use some advice on and help with; sound related. Feel free to add me on Discord if you're interested! ~Rockboy PS: I'm so sorry for tagging people. Please let me know on Discord if you rather not have me do that in the future.
    2 points
  2. rockboy

    LRR:CE - System Malfunction | WIP | UPDATED 05-13

    Lego Rock Raiders - System Malfunction Greetings and welcome to my (somewhat poorish) attempt at an overhaul of Lego Rock Raiders. System Malfunction aims to take Lego Rock Raiders and its great ideas as a base, but retell the story from the ground up. Telling the story of everything past the main intro. It will attempt to switch away from the sandbox and happy tones and strive to create a slightly more serious, challenging and balanced experience where winning the levels feels rewarding and resource management becomes a must. The intention is to give the player a sense of progression and slightly more immersion, where through story telling, new units and buildings become available allowing for more creative combinations in play style, while encouraging resource and build management. I don't consider it a Rock Raiders 2. I'm not skilled nor creative enough for that. I consider this my own thing, something new, based on the original assets. (loading screen will be provided as stand-alone patch for the Community Edition, for use with the original game/mods) This overhaul is based exclusively around Lego Rock Raiders: Community Edition - a modified version, created by Cyrem of Lego Rock Raiders with many new features coming soon. This mod will be supplied as multiple WAD patches for it so you can decide what your game is like in the end. This is why the assets you'll find here are higher in quality than what could be used by the base game. Note, that the max supported resolution I will target with my overhaul is 1920x1080 due to the scaling of assets. Any higher render some of them too small. (Not final. Rock types are not clear enough. left to right: Ground Dirt Soil Loose Rock Hard Rock - Lava water oreseam crystalseam solid rock) As you may have noticed by now, I am moving away from the original art style of Lego Rock Raiders. This is only the case for some parts of the game. Many parts of this will be optional and modular. Don't want the taskbar? Don't load it. Don't want the new menu's and loading screens? Simple. Want to load them with the base game or other mods? Go for it! (Assets in the background will be animated when in game. Font not final due to insufficient testing) Planned features: - Defined unit roles, making water units be useful making you want to use the hover scout and making sure no unit is overpowered in any field - Attempting to use game elements as a fun challenge, instead of annoying the player out of inconsistencies (looking at you, erosion) - Adding more challenge from Rock Monsters and Slugs without making them a pain. Nerfing tools to get rid of them fast, but bringing down the annoyance of slugs. - A (most likely) full voice over of the main campaign and "Moon Missions" that you can unload via patch. (Removes all voice overs) - Building unlocking through story telling, attempting to let the existence of them make more sense - New UI with animations for the loading of missions and the main menu - New objectives, not just crystal gathering. Some ideas will be borrowed from Cyrem's topic - New building - The Air Filter (hopefully it makes it in time - if not, I'll have to rewrite parts of my story layouts) - Increasing difficulty of units, buildings and more. Making everything feel believable within lore while you'd still have to think twice about it. - All new levels and custom maps with the aim to be less predictable on first play through. - New biomes - Simulation biome already in the works - New sound effects, based on the originals. - Making ore useful, you'll have to think twice on what you spend it on to reach the mission objective! - A new task-bar UI inspired by Starcraft and many RTS games alike (hopefully) (screenshot in the background behind the task-bar belongs to Packer and is from Cave Raiders, see credits) This topic serves as a place where I will occasionally place updates, and request opinions about certain things. I'm open for any and all suggestions, feel free to make comments regarding anything you see! I'm also always looking for help in certain aspects, from snippets to levels to models (especially those) - but they're not required! Interested in the story? Below here, I will start posting parts of the story once they become available. Mission 1: Rock Bottom! Mission 2: Go with the flow Currently planned balance fixes for units: Small units Experimentals (big vehicles) I don't have much more to add on to this topic for now. If you want to stay more up to date, want to help out with stuff or have other questions/concerns, don't hesitate adding me or pinging me on the RRU server on discord. CREDITS GO HERE: (in no particular order) @Cyrem: Lego Rock Raiders: Community Edition, the backbone of the mod. He's given a lot of support and info and awesome ideas. A true genius. Without them this wouldn't be possible! @Slimy Slug: Many assets may end up being borrowed from his wip overhaul, such as animation fixes and more. The guy knows the game well. Looking forward to what he comes up with! @miningmanna: Feedback and support and helps me speed up .wadp creation. Thanks! He's remaking LRR, check it out here! @Cirevam: Creator of the Hematite Howitzer - Replacement for the Small Mobile Laser Cutter. Awesome design! @Packer: Screenshot from Cave Raiders used in the taskbar concept art. Great stuff! @rockboy: Did a few things. Yes, really! - I know! I'm surprised as well! More people, no doubt, soon. (Think high-poly assets, new units etc) PS: I was against the idea of posting this topic at first, especially considering that many overhauls have died in the past few years. This will most likely not be the case with this one as I seriously want this to be an actual thing, especially considering the effort I'm trying to put into it. If anything does happen, I'll end up posting whatever assets I have and give full right to anyone to do with them what they want - Although... that will be the case with the final build anyway.
    1 point
  3. baraklava

    Hello from a long time lurker!

    Hi there! I'm a lurker here since several years back, but now I figured is a good time to join. I've been an incredible Rock Raiders fan ever since childhood, and the theme has always felt unmatched to me in the rather grim storytelling and atmosphere that the game and lego sets provided. Currently I'm working on creating Rock/Lava/Ice monsters with standard lego pieces as I think the original monster is charming, but clunky (and also not made out of lava!). Other than that, I'm a huge Blacktron fan, even though it was before my time, as well as other older Lego Space themes. I'm an engineer (soon, anyway) and programming teacher on a basic-intermediate level so I'm very interested in possibly remaking the game, in HD if nothing else, but I see there are tons of started and dead projects of varying quality already and I have no idea where to start. If someone could give me a rundown of what projects are alive/working and what open-source assets I could use if I want to tinker with that, it would be awesome! Specifically, I've read the model assets are supposed to be available somewhere but I can't find them, same with sound/music assets. Off-topic wise I have a huge interest in music and compose my own stuff with varying instruments, mostly piano (classical ish). Sometimes I play around with electronic stuff. I'm also part of the music team on a small community project called Sea Of Greed, a game where you play as Pirate Waluigi, but it is progressing very slowly at the moment. I probably won't be super active due to my studies but I want to be posting enough to be a part of the Discord eventually! Cheers!
    1 point
  4. Jimbob

    Ancient LEGO Web Games - Attempting to Play, Having Issues

    That's fantastic news @jamesster! Really looking forward to seeing where that goes. And thank you so much for the link @GBTM101, I can now get it working Next I'll package the whole thing up in Cameyo or something similar so it's completely portable. Anyway, here's a guide for you and anyone else that stumbles upon this thread, using the links you kindly provided: Spybotics - The Nightfall Incident Setup Create a new folder to work in, let's call it SpyboticsTheNightfallIncident. Make sure the folder's name and the directory path to it don't have any spaces as they could break the software. Go to this page: http://biomediaproject.com/bmp/files/LEGO/gms/LEGOgames.html, and click the link next to “--- download: ” under Spybotics – TheNightfallIncident. Extract the zip file inside your game directory and you'll get a folder called TheNightfallIncident. Go here: https://sourceforge.net/projects/xampp/files/XAMPP%20Windows/, and click the topmost folder in the list, currently 7.3.5. Download the portable installer; in this case I'll use xampp-portable-windows-x64-7.3.5-0-VC15-installer.exe. Run the installer and click Next > on the first setup dialogue. You'll be presented with a list of checkboxes, leave them all selected and click Next > again. Now you'll be asked for an installation folder. Choose a folder called xampp inside your game folder, e.g.: C:\Users\JJ\Documents\Gaming\SpyboticsTheNightfallIncident\xampp Then click Next >. Uncheck the learn more box and click Next > again, then again. When it's finished, uncheck the checkbox to start the program and click Finish. Create a shortcut to the xampp-control.exe file in the new xampp folder, and place it in your game folder. Call it Launch Server. In TheNightfallIncident, select the folder spybotics and move it inside your xampp folder into the directory called htdocs, e.g.: C:\Users\JJ\Documents\Gaming\SpyboticsTheNightfallIncident\xampp\htdocs Download this specific version of Firefox: http://biomediaproject.com/bmp/files/LEGO/gms/MozillaFirebird.zip, and extract it into the game folder. Inside, double-click the Shockwave8_Installer_Full.exe file to install the software. Now create a shortcut to MozillaFirebird.bat, place it in the game folder and call it Launch Browser. Run the Launch Server shortcut. All settings can be left at their defaults, unless you have Port 80 in use (check the Netstat button) in which case you'll need to enter a new unique one in Config > Service and Port Settings > Main Port. Click the Start button under Actions, to the right of "Apache". Now you can run the Launch Browser shortcut and open the Launcher.html file in the TheNightfallIncident folder. When you're done, click Stop in XAMPP and Quit. Note: If you have a whitelist-only firewall, or a particularly invasive anti-virus, you may need to whitelist the game folder here.
    1 point
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