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jamesster

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Everything posted by jamesster

  1. As far as I know, the 1.32 download only contains extra/add-on stuff that the game probably doesn't even use at all. It definitely doesn't have everything the game needs. The "RTP 1" link is what you'd need... But, the file for it on that site you linked is broken. Here's a working link for it, from another site: http://web.archive.org/web/20170824213658/http://download.thaiware.com/rpgmaker/rtp.zip And the 1.32 add-ons again, juuust in case the game DOES need them: http://web.archive.org/web/20170824213658/http://rpgmaker.thaiware.com/download/RTP132e.exe (However, installing the add-ons may still be enough to mark the RTP as installed in the registry, and make the game continue loading... And then the patched version would still have everything it needs in its own data files. If that is what's happening, anyway.)
  2. Pereki and I were looking at it and found getting it to run wasn't entirely straightforward; it uses a runtime package from an unofficial translation of RPG Maker 2000 with some non-standard/unofficial assets. After some digging around we found what was needed, and merged it in with the game itself. There's also a bunch of sprites and such in there now which the game doesn't use, but it's not like that hurts anything. So, here's a pre-patched version that should hopefully run entirely on its own: http://www.mediafire.com/file/k3at37xh5nylcck/BionicleSealofSuccessPatched.zip
  3. About a year ago someone asked for working download links for Flow of the River and The Seal of Success, prominent fan games for their time: http://www.bzpower.com/board/topic/24661-can-someone-post-a-working-link-of-flow-of-the-river-and-the-seal-of-success-please/ It looks like the latter wasn't found and reuploaded, at least in that topic. Dunno if anyone else has since then, but I just found it on an old laptop, so here you go: http://www.mediafire.com/file/yq01r30hcha6v6z/BionicleSealofSucess.zip I don't know much about the game itself, but it's from 2003, and the software library topic says: "Let's put it this way: if Flow of the River introduced us to the Bionicle RPG, this game revolutionized it. Play as all six Toa Mata in this BZP Classic!" EDIT: And here's a pre-patched version that should hopefully include everything the game needs to run, since getting everything together manually can be a bit tricky and relies on downloads on obscure sites that could die at any time: http://www.mediafire.com/file/k3at37xh5nylcck/BionicleSealofSuccessPatched.zip
  4. Huh, that's odd, the topic title seems to have been cut off, the full title was in the email I got though since I'm subscribed to this forum... Anyway, I don't have The Seal of Success, but here's Flow of the River: http://www.mediafire.com/file/cvwbsoead9cw7o3/Flow_of_the_River_v7.zip Somebody else had asked about this in early 2016, and back then you could also access the original site for the game on the web archives, but now it says it can't be displayed due to robots.txt... Strange. UPDATE: I found Seal of Success on an old laptop: http://www.bzpower.com/board/topic/26149-bionicle-the-seal-of-success-reupload/
  5. Remember the racetrack in LEGO Island? It was a weird system of underground tunnels, filled with a lot of stuff that - even by the game's own standards - was pretty surreal. (If you never played the game, here's a video of a race.) One of the things I always wondered was how the track was how the track was laid out, relative to the island. The game's debug mode has some keys for raising and lowering the camera, but it was still hard to get a sense of scale or layout due to how the game only loaded a few sections of the track at once. Yesterday, we finally gained the ability to rip the 3D models of the racetrack from the game, so after cleaning them up a bit (they'd come out with highly broken vertex normals... not that the correct ones are all that pretty either, haha), I snapped them together in Unity. It was pretty neat to see (and was clearly never designed to make sense if you ever tried mapping it out like this; it relies on hiding models and changing the sky color to look right), so I spent some time turning it into a little standalone program for anybody else who wants to see. Note that this is only the main landscape models; not all of the misc objects and things seen throughout the track were ripped, and it was only the layout I was curious about anyway. Click the images to view larger versions: It also looks pretty close to the original game if you run it in 640x480, haha: Windows: http://www.mediafire.com/file/w7oe03khwb9ymxj/Racetrack_Explorer_(Windows).zip Windows 64-bit: http://www.mediafire.com/file/5ww995cmpmo9kca/Racetrack_Explorer_(Windows_64-bit).zip Mac: http://www.mediafire.com/file/qj4hblxxpnat6b5/Racetrack_Explorer_(Mac).zip Linux: http://www.mediafire.com/file/s3wcc7znpn8od35/Racetrack_Explorer_(Linux).zip
  6. Ooh, looks like the web archives have the original page, too, with a working download link: http://web.archive.org/web/20110114080657/http://home.comcast.net/~flowoftheriver/FOTR/dwnld/download.htm
  7. Here ya go! http://www.mediafire.com/download/cvwbsoead9cw7o3/Flow_of_the_River_v7.zip I'd recommend re-uploading it somewhere else too, in case that link ever goes dead for whatever reason.
  8. *cough* Diddy Kong Racing did that two years before LEGO Racers, and ModNation Racers has a similar system from what I've heard, even the warp power-up. There are likely more with similar ideas. But LEGO Racers wasn't the first or only game to do it. I like the idea, and would like to see it re-visited in a future game, but LEGO Racers didn't do a very good job of balancing it - most of the time you only needed green bricks/turbo power-ups.
  9. Rock Raiders always ran quite well for me, performance wise. There are some bugs here and there, but I played through the game quite a lot (and enjoyed it) without hitting anything game-breaking. Others on RRU have posted for help regarding a couple of recurring bugs, but they're easily fixed with some changes to the game's configuration file. It's by no stretch the "worst" early LEGO game, either technically (LEGO Island 2 has enough glitches, many game-breaking, to fill a book), or design wise (LEGO Stunt Rally's gameplay is literally just holding down one key to drive and occasionally pressing another to use a power-up - the GBC version is especially ridiculous). As said, my issues with the TT format are more with the "puzzles" in the later games than the core gameplay they started out with. I wouldn't mind if they continued, so long as LEGO continues to branch out (I'm also quite interested in LEGO Fusion) and hopefully trades out the "puzzles" for something more dynamic and interesting.
  10. Care to explain how Rock Raiders is "nigh unplayable"? Considering the entire community that's formed around it, that seems like quite an outlandish claim - even more outlandish to claim it's "the worst" of the older LEGO games, considering how blatantly broken and/or unfinished some of the other earlier games like LEGO Stunt Rally and LEGO Island 2 were. The earlier TT titles were somewhat enjoyable the first time around, they had a focus on arcade-y action. The more recent ones I've played feel much more tedious - I'd be ok with puzzles if they were actually puzzles, but how can you even call something a puzzle when it's nothing more than "follow the arrow pointing at exactly where to go and press the button on the prompt"?
  11. I got the first two Racers game in a two-pack and played through them both side by side, I generally preferred the second game over the first. I had a blast exploring the worlds and finding collectibles and hidden minigame entrances. That said, the first game's hidden shortcuts were also pretty cool.
  12. Island Xtreme Stunts is LEGO Island 3. Like Drome Racers/LEGO Racers 3, it was given a different name before release, and you can even still find traces of the original name if you poke around in the game's assets. Also, LEGO City Undercover happened. Anyway, just popping in here to say that I'd also love another LEGO racing game. Car building is cool and all, but I'd really love to see a game with a solid track builder. Take a look at United Front Games' racing titles, ModNation Racers and LittleBigPlanet Karting, for example. The bar for racing games focusing on UGC has been raised. As Lyichir said, sort of Loco/Creator-esque game with more interactivity would be fun. Loco was cool and all, but I was disappointed to be confined to an overview of the world I'd built, with no way to zoom in and interact with it as a minifigure - like you could do in the Creator games, and Rock Raiders, though that was a real time strategy game. The Creator games were cool in concept, and could be done much better these days. While you could technically take control of minifigures in Creator, controlling them was ridiculously sloppy. Knights' Kingdom improved on that, but other quirks got in the way of me really enjoying the game... Minifigures couldn't walk up steps/ramps/across bridges, there was no AI to speak of (they just ran in circles and figure 8s and turned around if they hit something), everything could be destroyed in one hit from a cannon or destructa-brick, whether it was a flower or an entire castle, etc. It was a game based around putting things into a world and interacting with them (and watching them interact with each other), which got old quite fast once you realized how cheap the interactivity was.
  13. Try harder, my high score is 16 and a friend got 22. To be honest, I don't really care for the original Flappy Bird or these sorts of games in general - I just did it because it sounded funny and was a nice but brief change of pace from larger projects (took like two days to make).
  14. Play here: http://jamesster.itch.io/flappy-bricks I'm sorry. Made for this: http://itch.io/jam/flappyjam It technically takes place in 3D space, but the camera is orthographic to make it look 2D. Also, at the front end, you can press R to wipe your saved high score, and I to enter a cheap invincibility mode (though it won't save any scores you make while invincible).
  15. I doubt it. Like any large, especially an MMO-type game, it'll surely be a desktop application for PC and Mac, and since it's Funcom doing it, I doubt they'll do it browser-based like China Online. China Online? Anyway, the game does actually have a tablet version and browser-based version in addition to the standalone client version.
  16. http://www.funcom.com/Check this out. Looks like they're gonna reveal some stuff about the game at PAX, maybe even beta.Here's the screenshots we have so far, from other news releases: http://legouniverse.wikia.com/wiki/User_blog:Jamesster.LEGO/Funcom_MMO_Update http://legouniverse.wikia.com/wiki/User_blog:Jamesster.LEGO/More_LEGO_Minifigures_Screenshots
  17. Thanks! Man, I played those web games SO much... Very glad the BMP has them posted for download.
  18. I hope PeabodySam doesn't mind, but here's a photo he took of the 2004 Alpha Team members with the heads/helmet on the proper bodies:http://www.majhost.com/gallery/SJPlego/Misc/dscn2884.jpgAnd a comparison of Charge and Crunch, old and new, with the "fixed" minifigures:http://www.majhost.com/gallery/SJPlego/Misc/dscn2886.jpgAs you can see, the only one that doesn't match up is Arrow/Cam. Yeah, Cam had black highlights in her hair in the original video game, but the mouth... Not gonna work. All the others are spot-on, though.Also, anybody wondering if the 2004 android was meant to be the mysterious Gearbox character mentioned in catalogs, but in the chaos of renaming wound up as being named TeeVee?And yes, I'd love to see Dash or Ogel re-appear in The LEGO Movie. A texture for Ogel was found in the LEGO Universe assets, but he never ended up in the game before it closed. (And yes, it's Ogel for sure, not just some other character with his face.)
  19. Not yet, I'm currently focusing on uploading the complete Sentinel playthrough before showing the bits and pieces from other factions. My primary character was Assembly though, so most of my other videos use stuff from that faction.
  20. Charge was the electronics guy and Crunch was the explosives guy, actually, but they were both on the bomb squad. I agree with what you're saying here about the characters - it didn't help that they got the heads on the wrong bodies in 2004 and ended up swapping around names on top of that... Not only did the team members end up with different looks and attitudes, but they ended up with different specialties! Not that the specialties were that apparent in 2004 anyway.And yeah, I can see how the original design might not have transferred to sets that well. As far as the game goes, though, I really do like it.
  21. So, YouTube is no longer banned here. Let's talk about things on YouTube. Back in 2011 when it was announced LEGO Universe would be closing in three months, I took it upon myself to record as much of the game as possible. http://www.youtube.com/watch?v=BLKrErQlV-AI ended up recording every single mission in the game, even every faction-specific mission and as many different daily missions as I could fit in, in addition to all the collectibles like flags and gold bricks. I didn't go for all achievements or all items, as there were far too many to complete/get and they could be documented outside of video footage as well. But I recorded absolutely everything else.Here's the playlist.As of right now, I've got 21 hours of footage uploaded divided up into 88 parts. I'm about 2/3 done with it, and am compiling the next part as I type this. I started with 10-15 minute videos, but I'm bumping the length up now - part 89 is about an hour and a half long. It's a slow process, but I'm getting there. Once I'm done chronicling this Sentinel character I'll be uploading shorter videos showing the missions and such specific to Paradox, Venture League, and Assembly.I also have jetpack tours of all the worlds, which I'll be uploading as well.Oh, and I have a ton of other miscellaneous recordings, showing glitches and oddities and alpha and beta footage and other stuff in the game sprinkled throughout my channel, with more on the way.http://www.youtube.com/watch?v=jCNGVn7_jqUAnybody else got LU footage on everybody's favorite forbidYOUTUBEYOUTUBEYOUTUBEYOUTUBEAHAHAHAHAHAHAHA
  22. (Note - This topic is shamelessly copied from a topic I just posted on Eurobricks a few minutes ago, which in itself contained content from a few topics I posted on Rock Raiders United months ago. I'm just posting it here as well in case there's any active Alpha Team fans here that haven't already seen it elsewhere.)Perhaps "Prototype" isn't entirely accurate here, as it WAS going to be the real thing and was close to completion, and only became what it eventually did because of a last minute decision at LEGO. Still, "Prototype" seems more attention-grabbing so I'm using that in the title.For those who don't know, the Alpha Team theme that lasted from 2001 to 2004 (with a hiatus in 2003) wasn't primarily created by LEGO - the whole thing was an adaption of the video game LEGO Alpha Team, developed by Digital Domain and released in 2000, the year before the sets based on the game hit store shelves. The characters, locations, story, etc were all created by Digital Domain for use in the game, LEGO then adapted what Digital Domain had created and turned it into a proper theme, with real sets and minifigures.Anyway, back in October of last year I was digging around YouTube and noticed this video:http://www.youtube.com/watch?v=6T4tJFp_ZRk(Skip to 1:25 for the relevant bit)Confused yet?The animator, Doug Wolf, was kind enough to reply to some of the comments on the video asking about what the LEGO bit was. Here's the comment chain, copypasta'd from YouTube: jamessterV2 = myself, VezonWireless = PeabodySam.Later, while digging through the Alpha Team video game files, I found asset lists and files and other evidence that the game was intended to have two more zones than the final game. Details can be found here (along with more things posted later in this topic), but in short, Alpha Team at one point had Mountain and Moon (Space) zones, in addition to the four zones in the final game (Tropical Island, Subterranean, Undersea, and Arctic - all but Subterranean were turned into real LEGO sub-themes). I also found object listings for a "Cyberia" zone, and a "Neandert" listing under the section for enemies (more on that later). So it's pretty apparent that Alpha Team went through some heavy changes throughout its development. To get more information, I emailed Tom Mott, the lead game designer. The result was pretty surprising. Whoa.So we talked some more. I sent him links to this and this as examples of what fans have done with the theme, which he loved. Some other highlights: Bill Benecke, the concept artist for the game, also got involved: More from Tom: And finally: Wow. Just wow.So what do you think about this? Should LEGO have let Digital Domain stay with the original, more playful concept? Would it have transferred as well into a real play theme? Would LEGO have actually made a rubber minifigure? Would you have liked minifigures and sets based on this original, more surreal concept? Or was the switch to a "spy" theme a good thing? What about the Mountain and Moon zones that didn't make it in time? We could have had LEGO Alpha Team Space sets! Ah man, I would have gone completely bonkers over those... Personally, I dunno what to think, as I like both concepts. I LOVED Alpha Team back when it was new on the shelves, and bought every set I could get my hands on. But I also like the idea of a video game taking place inside a house, but viewed from the wacky perspective of the minifigures inside of it. Ah well.
  23. If anybody saw a tall guy with slightly long blonde/brown-ish hair, glasses, and a slight beard walking around, possibly wearing a LEGO Universe shirt, that was me.
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