Dreams Creator Early Access |OT| Hey Now, This Is What Dreams Are Made Of

Controller Preference

  • Only used DS4

    Votes: 27 48.2%
  • Only used Move

    Votes: 1 1.8%
  • Used both, prefer DS4

    Votes: 7 12.5%
  • Used both, prefer Move

    Votes: 10 17.9%
  • Used both, like them equally

    Votes: 11 19.6%

  • Total voters
    56
Oct 26, 2017
1,762
I finally found out how to make it so people dont fall into the abyss in the isometric game im making lol

Im extremely envious of the time I had when I was younger but I am slowly making progress lol
I'm just using invisible walls for mine. The only issue is that the ball mashes itself up against them, but on the other hand there are actually supposed to be walls there.
 

Kalentan

Member
Oct 25, 2017
8,976
Man I saw someone made a Sword test level where it not only had lock on but damage numbers, health bars, combos, and more.

Do you think they'd get upset if I remix that for my own game?
 

cabelhigh

Member
Nov 2, 2017
167
Alright yall, I need some help. I'm trying to make a multilayer menu, meaning you need to keep hitting the same button to go 'deeper' in the menu. I don't understand exclusive gates, so what I have right now is a Selector where each output is a different 'level' of the menu. The problem is, when I hit the 'go deeper' button once, it goes ALL the way to the bottom! It's extremely frustrating. Basically it seems like the signal of the button press is staying on long enough to trigger all the 'go deeper' commands and get to the bottom of the selector. Any idea how to solve this / examples? Thanks!
 

Cyclopsfire21

Member
Oct 25, 2017
424
Man I saw someone made a Sword test level where it not only had lock on but damage numbers, health bars, combos, and more.

Do you think they'd get upset if I remix that for my own game?
played it the other night and its dope, it felt like the legend of zelda combat style.

As for remixing they shouldn't be mad as long as you credit them though I think they have settings wether they allow it or not in the first place.
 

GC-

Member
Oct 25, 2017
4,071
Man I saw someone made a Sword test level where it not only had lock on but damage numbers, health bars, combos, and more.

Do you think they'd get upset if I remix that for my own game?
That the one where everything is on sticks?

If people are putting it out there and making it remixable they are putting it out there for that purpose.
 

Oneself

Member
Oct 26, 2017
945
Quoted for the new page.

May have already been said but the search functionality needs improving, like, first order of business. Some of the levels in this vid have less than 300 likes. Massive waste if great levels are going to slip through the cracks.
If only we could easily see the creations we liked and followed. -_-
 

GC-

Member
Oct 25, 2017
4,071
Alright yall, I need some help. I'm trying to make a multilayer menu, meaning you need to keep hitting the same button to go 'deeper' in the menu. I don't understand exclusive gates, so what I have right now is a Selector where each output is a different 'level' of the menu. The problem is, when I hit the 'go deeper' button once, it goes ALL the way to the bottom! It's extremely frustrating. Basically it seems like the signal of the button press is staying on long enough to trigger all the 'go deeper' commands and get to the bottom of the selector. Any idea how to solve this / examples? Thanks!
Without looking at the way you have built it to see what might be the issue perhaps placing a timer on the button press so it only works as a pulse. Otherwise use a switch. Have each page set to output on A, B, C etc then have your trigger wired to next with a timer between the trigger and next.
 
Oct 26, 2017
1,922

cabelhigh

Member
Nov 2, 2017
167
Without looking at the way you have built it to see what might be the issue perhaps placing a timer on the button press so it only works as a pulse. Otherwise use a switch. Have each page set to output on A, B, C etc then have your trigger wired to next with a timer between the trigger and next.
Ooooh that's a good idea with the timer! I'll give that a try tonight. Thanks so much! Worked on this for two extremely frustrating days haha
 

Kalentan

Member
Oct 25, 2017
8,976
That the one where everything is on sticks?

If people are putting it out there and making it remixable they are putting it out there for that purpose.
Sticks? I don't think so.

It had some basic combos with Square I believe. You could even jump and press square to do a down attack. Was pretty in depth.

If I could find that website you can search for dreams on I'd link it.
 

burgervan

Member
Oct 27, 2017
522
Alright yall, I need some help. I'm trying to make a multilayer menu, meaning you need to keep hitting the same button to go 'deeper' in the menu. I don't understand exclusive gates, so what I have right now is a Selector where each output is a different 'level' of the menu. The problem is, when I hit the 'go deeper' button once, it goes ALL the way to the bottom! It's extremely frustrating. Basically it seems like the signal of the button press is staying on long enough to trigger all the 'go deeper' commands and get to the bottom of the selector. Any idea how to solve this / examples? Thanks!
Are you using the signal manipulator to turn the button press into a pulse before going into the selector? Seems like that should work.
 

Rodelero

Member
Oct 27, 2017
1,704
Quoted for the new page.

May have already been said but the search functionality needs improving, like, first order of business. Some of the levels in this vid have less than 300 likes. Massive waste if great levels are going to slip through the cracks.
It's already changed pretty substantially. Prior to last Thursday, discoverability was almost impossible unless you pushed it outside of Dreams or someone else did (say, through YouTube), and plays/likes were derived almost entirely from brief periods on the Most Recent list after an update. I haven't updated Galactic Geometry since last Wednesday, and it has gone from around 500 unique users to over 2,500 users. The problem isn't solved necessarily, but it feels like new stuff is getting far more limelight now.
 

OgTheEnigma

Member
Oct 27, 2017
1,148
Liverpool, UK
Alright yall, I need some help. I'm trying to make a multilayer menu, meaning you need to keep hitting the same button to go 'deeper' in the menu. I don't understand exclusive gates, so what I have right now is a Selector where each output is a different 'level' of the menu. The problem is, when I hit the 'go deeper' button once, it goes ALL the way to the bottom! It's extremely frustrating. Basically it seems like the signal of the button press is staying on long enough to trigger all the 'go deeper' commands and get to the bottom of the selector. Any idea how to solve this / examples? Thanks!
Without looking at the way you have built it to see what might be the issue perhaps placing a timer on the button press so it only works as a pulse. Otherwise use a switch. Have each page set to output on A, B, C etc then have your trigger wired to next with a timer between the trigger and next.
Don't forget about the signal manipulator! Filtering the signal by setting it to pulse mode solved this kind of issue for me while using selectors for menus.
 
OP
OP
Dead Prince

Dead Prince

Member
Oct 25, 2017
9,470
next week stream will start an hour early. because special guest. lets be real. it'll be a 2 hour Kareem Dreams Stream.
 

yap

Avenger
Oct 25, 2017
2,934
I have no idea how to recreate SM64/Sunshine skidding, and the resulting side vault move.
 

cabelhigh

Member
Nov 2, 2017
167
Are you using the signal manipulator to turn the button press into a pulse before going into the selector? Seems like that should work.
Don't forget about the signal manipulator! Filtering the signal by setting it to pulse mode solved this kind of issue for me while using selectors for menus.
Wow thank you, I had no idea you had to do. Haven't spent much time with the manipulator but I'll look into it tonight. Man, the depth of the tools in this thing is just staggering...
 

GC-

Member
Oct 25, 2017
4,071
Don't forget about the signal manipulator! Filtering the signal by setting it to pulse mode solved this kind of issue for me while using selectors for menus.
Thanks for that didn’t know about the signal manipulator. Now I probably need to go look at all my timer and counter set ups to see if that would be better.
 

HMD

Member
Oct 26, 2017
864
I feel like no one is even close to mastering walking animations yet. Everything is way too physics based and looks/controls funny.
 
Oct 26, 2017
1,762
This damn thing is even making me interested in trying to compose something! I'm making a short little tune with the simplest melody, but before I can start actually putting it into the game I need to figure out which note I start on. That's how bad I am at music.
 

yap

Avenger
Oct 25, 2017
2,934
I feel like no one is even close to mastering walking animations yet. Everything is way too physics based and looks/controls funny.
It's an intimidating process for many I imagine, even with the easier tools. MrWooshie is the only one I found who does his own walk/run cycles and even facial reactions.
 

GC-

Member
Oct 25, 2017
4,071
I have no idea how to recreate SM64/Sunshine skidding, and the resulting side vault move.
This is something I’m having problems with. A nice vault. I thought I could do it by temporarily making the collision zone higher and smaller but that wasn’t possible. Any thoughts from anyone would be great.

A slide should be easy though haven’t tried it myself yet. If I remember correctly Marios slide is out of a jump. I’d try something like this: (formating may fuck this up but all go into the ‘and’)

Land trigger — counter — timer —
|
Button trigger —————————— and—
|
Movement sensor — calculator —

That would then trigger an advanced movement logic, trigger a key frame animation, rumble and sound. Calculator would be set to greater than with a value in the B bit that corresponds to the speed you want it to activate at on the velocity of the correct axis. Counter and timer on the land trigger is to allow you a period of time you want the combination to be pressed instead of hitting the button at the exact moment.
 

Sensei

Avenger
Oct 25, 2017
1,597
I feel like no one is even close to mastering walking animations yet. Everything is way too physics based and looks/controls funny.
manipulating the puppets for animating is kinda janky so i'm not surprised that people don't really bother with it and instead just use the procedural animations. and you've gotta do extra logic to have different animations for different movespeeds and stuff. it's just not worth it right now.

i think for most people atm it's just better to focus on making logic that does cool gameplay stuff so that you're not wasting your time on the art side creating a fully animated puppet that you can't get to work ingame
 

Kirksplosion

Member
Aug 21, 2018
221
I haven't watched any of the MediaMolecule streams (other than some of the tips sections at the ends), but I have a question - do they ever showcase any of the dreams that are based on other IP, or do they only show original content? Just curious if they mind showing that stuff off on stream or if they tend to avoid it.
 

OgTheEnigma

Member
Oct 27, 2017
1,148
Liverpool, UK
I haven't watched any of the MediaMolecule streams (other than some of the tips sections at the ends), but I have a question - do they ever showcase any of the dreams that are based on other IP, or do they only show original content? Just curious if they mind showing that stuff off on stream or if they tend to avoid it.
They specifically avoid them. Abbie mentioned it in the Stream last week.
 

MrKlaw

Member
Oct 25, 2017
6,641
I wish emitted references remained more visible so you can easily reference them for editing.
 
OP
OP
Dead Prince

Dead Prince

Member
Oct 25, 2017
9,470
I haven't watched any of the MediaMolecule streams (other than some of the tips sections at the ends), but I have a question - do they ever showcase any of the dreams that are based on other IP, or do they only show original content? Just curious if they mind showing that stuff off on stream or if they tend to avoid it.
For obvious reasons (copyright) they aren’t going to show any
 

corn_fest

Member
Oct 27, 2017
250
I feel like no one is even close to mastering walking animations yet. Everything is way too physics based and looks/controls funny.
I agree, I think this is the clunkiest thing about the game right now. A lot of the dreams you encounter when surfing are very impressive except for the weird puppet walking physics. Hopefully more customized platformer-characters become the norm going forward.
 

Screentime

Member
Jan 9, 2019
74
I might join the early access just out of pure curiosity and support of MM. This looks like such an amazing and rewarding project. I don’t really know whether or not I’m creative enough (or more important: patient enough) to actually build something in this, but I had this idea to just start with a garden that I can walk around in.
 

Pikelet

Member
Oct 27, 2017
383
Finished Castaway by SlurmsMackenzie last night.

It's kind of hard to talk about it without spoiling what makes it good, but suffice to say it was super well done, and everyone ought to check it out.
 

Orioto

Member
Oct 26, 2017
1,682
Paris
Nice level! You should publish it as a Dream so it gets more exposure; right now it's a scene that can only be found in Dream Shaping. If it's in a Dream it can be found via Dream Surfing and can show up via Auto Surfing.
That's lovely! i'll give it a try!

Published 2-2 of little jumps. 2-1 was a nice welcoming level but things are getting serious again now.
 

Pikelet

Member
Oct 27, 2017
383
I blame it on Media Molecule. Don't know why hey didn't make nicer looking and feeling movement animations.
The animation on the default puppet is a bit wonky because it is done using procedural animation. They used procedural animation so that you can create a new character and have it walk around without requiring you to create entirely new custom animations.

Procedural animation is not capable of generating really strong animations on its own, because if that were the case then a lot of animators would be out of a job.

If you need something to animate nice then you just have to keyframe it yourself. The default animation is plenty good enough for a huge range of use cases in an amateur-friendly toolkit like this.