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Haydenmango

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Blog Comments posted by Haydenmango

  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. 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

    • Like 1
  3. 5 minutes ago, Josh said:

    The scene management system is very good at handling large numbers of objects that are outside the visible range.  The Zone was specifically created to test this system, as it has a huge number of objects but many items are very small and have a short view range.

    So it's not purely number of objects that will slow the engine down, although Leadwerks 5 in general will give your game loop more time to run before you see a hit in performance.

    I was unaware The Zone was infinite. :P

     

    As for suggestions I have this: 

     

  4. 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:

    2 hours ago, martyj said:

    Infinite terrain would be really cool, but how do you add infinite content to infinite terrain?

    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.

    • Thanks 1
  5. 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!  :D

    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.

  6. Out of the two options I personally would move out to the midwest. I found being in a relaxed atmosphere makes me more productive because I don't get burnt out from all of the stress surrounding me. You do need to be proactive to make sure you don't fall into a lull though.

     

    I hope you find a place that feels like home!

  7. Thank you all!

    Staying motivated has been extremely hard being alone in development. All I do everyday is code, plan, and research for my game. I dream about what I am going to be working on the next day or how to fix certain bugs. I don't leave my house very often and don't give myself social time. I get very little feedback so I really have to push myself to do anything.

     

    The only thing that keeps me productive and sane is listening to music. haha

    • Upvote 2
  8. I really like the idea of easy to use networking. Also, making Leadwerks like a moddable game is great! It would be awesome to see everyone modding each others games. smile.png

     

    Some things I would like to see in the future are improvements to water (allow multiple planes of any size, easier to tweak graphic values, rivers!), physics improvements, LOD support for normal entities (animated characters,buildings, etc.), and more shader tutorials.

     

    I've been really impressed and happy with the new features, keep up the great work Josh!

  9. @vfn4i83 The vegetation can actually be painted onto the terrain manually so it doesn't need to be infinite, you can decide areas in which it is placed. Also you can always just manually place models, without using the vegetation system, if they need to be in really specific positions.

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