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Haydenmango

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Everything posted by Haydenmango

  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 enough score on the leaderboard to move to the next tier. Try to avoid taking too much damage because if you die it's game over. Trick Attack mode where you can play with maps and boards you've unlocked from career mode. Maps leaderboard scores are based on your highest score on that map to add some extra replayability. You can get the game from my dropbox here - https://www.dropbox.com/sh/pcgrhz62d4ugce3/AAAWKZTtC9ySULSvAZr88U-ja?dl=0 Let me know if you have any questions or feedback!
  3. 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!
  4. 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 window resolution gfxmode.x = System:GetProperty("screenwidth",gfxmode.x) gfxmode.y = System:GetProperty("screenheight",gfxmode.y) windowstyle = Window.Fullscreen System:SetProperty("fullscreen","1") --write graphics settings to savefile savefile:WriteLine(gfxmode.x) --x resolution savefile:WriteLine(gfxmode.y) --y resolution savefile:WriteLine(1) --fullscreen local quality=System:GetProperty("lightquality") savefile:WriteLine(quality) quality=System:GetProperty("terrainquality") savefile:WriteLine(quality) quality=System:GetProperty("texturedetail") savefile:WriteLine(quality) quality=System:GetProperty("anisotropicfilter") savefile:WriteLine(quality) quality=System:GetProperty("verticalsync") savefile:WriteLine(quality) --write audio settings to savefile System:SetProperty("currentsong","0") System:SetProperty("ambientvolume","0") System:SetProperty("musicvolume","0") System:SetProperty("effectvolume","0") savefile:WriteLine(0) --currentsong savefile:WriteLine(0) --ambientvolume savefile:WriteLine(0) --musicvolume savefile:WriteLine(0) --effectvolume --write unlocked maps to savefile last maplocked={} maplocked[1]=false maplocked[2]=true savefile:WriteLine(0) savefile:WriteLine(1) else --apply savefile maplocked={} for a=1,14 do savefile:Seek((a-1)) System:Print(savefile:ReadLine()) System:Print(savefile:GetPos()) savefile:Seek((a-1)) if a>12 then if savefile:ReadLine()=="1" then maplocked[a-12]=true else maplocked[a-12]=false end elseif a==12 then System:SetProperty("effectvolume",savefile:ReadLine()) elseif a==11 then System:SetProperty("musicvolume",savefile:ReadLine()) elseif a==10 then System:SetProperty("ambientvolume",savefile:ReadLine()) elseif a==9 then System:SetProperty("currentsong",savefile:ReadLine()) elseif a==8 then System:SetProperty("verticalsync",savefile:ReadLine()) elseif a==7 then System:SetProperty("anisotropicfilter",savefile:ReadLine()) elseif a==6 then System:SetProperty("texturedetail",savefile:ReadLine()) elseif a==5 then System:SetProperty("terrainquality",savefile:ReadLine()) elseif a==4 then System:SetProperty("lightquality",savefile:ReadLine()) elseif a==3 then System:SetProperty("fullscreen",savefile:ReadLine()) elseif a==2 then System:SetProperty("screenheight",savefile:ReadLine()) elseif a==1 then System:SetProperty("screenwidth",savefile:ReadLine()) end end end So my problem is that ReadLine() isn't returning the next line I expect it too. I'm not sure what values to input into Seek() to move to the next line in my text file. Any help would be very much appreciated! I'll also attach the text file this script creates on my computer to this post to show what it looks like. snowboardingsavefile.txt
  5. @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.
  6. 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™
  7. 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!
  8. 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!
  9. 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?
  10. I was unaware The Zone was infinite. As for suggestions I have this:
  11. 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.
  12. Ahhhh and there it is! Thanks both of you.
  13. 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.
  14. 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
  15. 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?
  16. In my edit I describe how this occurs with just csg boxes and hinge joints as well. You can play the Castle Defender game on the workshop to see it happening for yourself. Is there no way to add more constraint/tightness to hinge joints?
  17. I mean the tightness of a free spinning joint. For example: Parent and child of hinge joint are both children of a jumping character. The child of the hinge joint is way too slow to follow the character while they are jumping or even walking slowly. So if I used a weapon or even hair as the child it would appear to be floating behind the player as it catches up. Is there any sort of constraint or tightness value I can tweak to make the child react quicker? edit: Come to think of it I had the same issue in my Castle Defender demo game I made. The enemies were made of csg boxes connected by hinge joints so when you picked them up they could ragdoll. The issue appeared when the enemies were moved quickly or thrown as the connected body parts of the enemies would fly in every direction instead of holding together (it was pretty funny in that game though so I never thought to look into it).
  18. Is there any way to increase how fast the child of a hinge joint reacts? I am trying to add physics based dangling accessories to an animated character for fun and it is working but the hinge joint reacts too slowly to the movements which makes it look weird. Just for extra info I'm not currently in the beta.
  19. Everything seems to be working fine on my end now.
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