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Haydenmango

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About Haydenmango

  • Rank
    Advanced Member
  • Birthday 09/22/1994

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  • Gender
    Male
  • Location
    Hawaii
  • Interests
    Music, Hiking, Art, and Playing/Creating Video Games.

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  1. @Josh Yep the diagram and video I posted refer to regular style tricks. In my game you can switch between goofy and regular stance using a hotkey and by landing 180 degrees. Tricks are the same in both stances (for sake of less animation work) but they are basically inverted regular tricks for goofy. @jen Wow that's so funny that you mention Tony Hawk Pro Skater! I grew up playing tony hawk and 1080 snowboarding on my N64 so they have been a huge inspiration (as well as reference) for my game. Your advice is great and is somewhat similar to what I've done in my game for jumps. I actually analyzed how halfpipes worked in tony hawk to come up with my solution. Basically I check if youre on a halfpipe then when your rotation reaches a certain point and if you're holding spacebar you automatically jump directly upwards. Movement is physics based so that you can still collide with certain objects and what not but I heavily control the physics to work the way I want to avoid unintended behaviors.
  2. Making progress... hoping to have a playable alpha of my game to share with the community soon.

  3. Ah, keen observation and question. hahah Well, I haven't successfully gone surfing but I only tried less than 5 times. I never even managed to balance on the board let alone catch a wave. On the other hand I have body/boogie boarded a lot but thats super different because you can't really do tricks like grabs. The tricks will be done in both styles! I've recently finished testing a working halfpipe that can be placed in any map alongside the normal jumps and terrain slopes. So you can basically do any of the tricks anywhere, it's really cool. I just have to develop some real maps (and finish these animations) to show off the true potential. Thanks I can't wait to share it as a beta once I finish my first development stage! ....Which will be soon™
  4. Time to start animating some snowboarding tricks! 

     

  5. So I've been researching snowboarding lately to get an idea of what animations and mechanics I need to create for my game. I have learned lots of interesting things since I've only seen snow once or twice in my entire life and have never even tried snowboarding or any other board sports (skateboarding, surfing, etc.) for that matter. Snowboarding tricks are quite interesting as they are mostly derived from skateboarding. Snowboarding tricks pay homage to their equivalent skating tricks by sharing many concepts and names. For example basic grabs in snowboarding share the same concepts and names as skateboarding: indy, mute, method, stalefish, nosegrab, and tailgrab. Something interesting to note is in snowboarding you can grab Tindy or Tailfish but this is considered poor form since these grabs can't be done on a skateboard (due to the board not being attached to the skaters feet) and grabbing these areas is generally something a novice snowboarder does when failing or "half-assing" a normal grab. Check out this diagram to see how grabs work - So, after reading lots of text descriptions for tricks I was still confused by what all these terms meant and how they were actually applied. So my next step was to look up these tricks actually being done and I found some really cool videos showing off how to do various tricks. This video in particular is the best reference material I've found as it contains nearly every trick back to back with labeled names and some tweaks - Sadly my rigged model doesn't handle leg animations with the snowboard that well so I can't animate as many tricks as I want to. Regardless there will still be around 15 total grab/air tricks in the game. Now it's time for me to stop procrastinating and start animating!
  6. Oh, nice! Didn't know widget:SetRange() was a thing. Just tested it out with my gui and it's working perfectly. Would be cool to add that command under one or more of the sliders you make in the documentation example. Thanks Josh!
  7. I created an audio options menu that has sliders for different sound sources. The problem is the sliders range seems to be 0-9 and I want it to be 0-10. I looked in the documentation, these forums, and through the slider script but can't figure out how to change the range. Is there anyway to change the slider range?
  8. Hard to believe it's been over 5 years since I first started using Leadwerks.... man I'm feeling old.  Also I'm casually working on stuff again!  Managed to code a custom character controller for my Snow Rider game that I'm extremely happy with, will share more soon.  Also, I've basically given up on making Hunt For Food since it just isn't happening no matter how hard I try but I still mess around with the procedural generation and enemy AI scripts.  Looking forward to being active again and I hope everyones doing alright!

    1. Show previous comments  2 more
    2. Haydenmango

      Haydenmango

      Nice to see some familiar users still around. 

      @gamecreator Nothing new planned yet but I'm trying to come up with some ideas while I mess around with old projects.

        Hunt For Food was just too ambitious of a project for me to do alone.  My big development bottleneck was getting art assets; specifically animated animals/people.  Eventually the game turned into a testing grounds for procedural concepts.

      @Thirsty Panther  Thanks for the kind words! :) 

       

    3. gamecreator

      gamecreator

      Makes sense.  It seems like it's a pretty scalable project but sometimes we can't help but want more (especially when we have a big world to populate).  As for assets, you probably already know about Turbosquid and Sketchfab but while they both have some great quality free assets, they tend not to be animated, or even rigged.

    4. Haydenmango

      Haydenmango

      Yeah I had around 10 unique animated human models from Arteria3D and Turbosquid that worked well enough but I wanted more still.  The issue became really obvious when I added biomes and started seeing the no shirt barbarians in the freezing tundra and the fully armored knights in the hot desert.  

      My real dream was to have a procedural human generator.  I never really worked on that though as I needed a nice library of body part meshes to use which would need to be custom made.  I got as far as making a "base" human model/skeleton with MakeHuman that would be the foundation to build on.

  9. I was unaware The Zone was infinite. As for suggestions I have this:
  10. Yay Josh is showing interest in procedural stuff. This would be amazing if it comes with an LOD system for normal entities. Limiting LOD to vegetation makes open world design extra complicated and is one of the main reasons I put hunt for food on hold. As martyj said: with the current system only your vegetation could be infinite; you will quickly run out of space for real entities on the scene tree and eventually render your project unusable by adding too many entities.
  11. Ahhhh and there it is! Thanks both of you.
  12. Really nice, lots of great changes/additions in this update. Now it's time for me to rewrite Hunt For Food with the new GUI, change lots of shaders, and add IK joints to stuff! How do I use the new Fog? I couldn't find how to set it up anywhere and now I feel dumb. There is no fog shader in a newly created project, no graphics option for fog, or a checkbox under world for fog (like there is for water) so I'm totally lost. Also the GUI system could be explained better; more usage examples or even tutorials would really really help.
  13. Update: Looks like Josh decided to work on this! https://www.leadwerks.com/community/blogs/entry/1969-new-physics-features-in-leadwerks-44/#comment-8528
  14. So based on the lack of direct responses to my question "Is there no way to add more constraint/tightness to hinge joints?" I will assume the answer is that there is currently no way to do this. If there is a way to do this someone please tell me, I really really really want to get this to work properly. I've had so many ideas for using joint physics lately but 90% of these ideas (pretty much any idea involving moving joints) won't work accurately without the ability to constrain/tighten the joints. If there really is no way to do this currently could this topic be moved to the suggestion box please?
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