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About Haydenmango

  • Birthday 09/22/1994

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    Music, Hiking, Art, and Playing/Creating Video Games.

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  1. That's great to hear, thanks Josh! I did spend a lot of time tuning the player mechanics, they should be pretty solid. Still going to change the maps more and fix some other issues probably. The map design in particular could be much better with more variety and depth if I develop it further. Pretty happy with how it all turned out, thinking of trying surfing next!
  2. Hi peoples. I've been working on a little snowboarding game for a while now and I wanted to share it. ROGUE SNOWBOARDING is a snowboarding game inspired by Tony Hawk N64, SSX Tricky and 1080 Snowboarding. The concept is to mash old school arcade board sports with a roguelike design. Result is - pretty neat arcade snowboarding mechanics, maps with some procedurally placed objects, randomly generated leaderboard scores to beat, permadeath, rpg stats, unlockables for other modes, and more. Career mode with 4 difficulty tiers and a final halfpipe map. Get a high eno
  3. Made an art application with leadwerks to have something to stare at while listening to my new music album.  


    1. Show previous comments  1 more
    2. Haydenmango


      Yep just released my album the other day (it's on my youtube now).  I was thinking of making it a standalone app that has a music player with my songs it in but I'm a lazy flake so it is what it is... maybe next time. haha

    3. Thirsty Panther

      Thirsty Panther

      Had a listen. Not bad. What effects do you run your guitar thru. I liked the spacey sound you got on "Looped".

    4. Haydenmango


      Thanks man, appreciate it.  I use a DL4 for delays, crybaby for wah, and boss ds-1 for distortion.  Looped uses a little bit of everything but its probably the delays doing the spacey effects.

  4. Finally decided on the concept for my snowboarding project.  Also recording music to play in the game.

  5. Oh wow I had no idea System:Set/GetProperty() saved/read a cfg file, derp. Shows how much I mess with file system stuff I guess haha. I'll just use that instead of making my own system, thanks!
  6. Hi all! I've been trying to get a save file system working and I've got to the point where I can write the savefile.txt as well as the data I'd like within it. Now I'm trying to read the data I've written on startup to apply the savefile changes. I am stuck trying to figure out how to use Stream:Seek() and Stream:ReadLine() to do this. Here is what my code currently looks like: savefile=FileSystem:ReadFile("snowboardingsavefile.txt") --create savefile if it doesnt exist if savefile==nil then savefile = FileSystem:WriteFile("snowboardingsavefile.txt") --setup first time win
  7. @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.
  8. Making progress... hoping to have a playable alpha of my game to share with the community soon.

  9. 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 ma
  10. Time to start animating some snowboarding tricks! 


  11. 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 con
  12. 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!
  13. 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?
  14. 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


      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


      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


      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.

  15. I was unaware The Zone was infinite. As for suggestions I have this:
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