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

Controller Preference

  • Only used DS4

    Votes: 39 52.0%
  • Only used Move

    Votes: 1 1.3%
  • Used both, prefer DS4

    Votes: 10 13.3%
  • Used both, prefer Move

    Votes: 11 14.7%
  • Used both, like them equally

    Votes: 14 18.7%

  • Total voters
    75
Oct 26, 2017
1,944
Okay, I need help with animations again.

I've removed the procedural animation and I'm building a purely hand animated run cycle. Now, I had it all figured out. I added a keyframe that tilted the entire figure and turned her head forwards to add the overall pose (her upper body is fairly static since she's holding a sword). Then I added a cycle of leg positions. Then I added secondary animation to have the arms bob a bit. Then I added secondary animation to bob the entire figure up and down for each step.

However, when I run this animation she's locked in place. It only moves her around when I remove the pose keyframe. So somehow it's also recording her position in the world and keeping it set there. Is there any way to tilt the entire figure without also doing this? I just want to record her rotation.

Edit: I might have found the solution. I was hiding the waist part since it's inside her armor anyway, but it turns out that you can rotate just that and it seems to work so far. If I can just rotate the hip part and rebuild my animations from there I should be fine.
 
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Oct 26, 2017
1,944
Status update: I managed to get most of the animations working. Running works, it just needs some better timing. Attack animation is wonky so I probably need to turn off some other timeline that is running concurrently. She can jump and has an idle animation. Now I think I will try out some specific motions for a game I had in mind for her. Oh, and as you can see I need to shift her idle pose a bit higher so she isn't clipping the ground. I dread how much will break once I do that...

 

Lant_War

The Fallen
Jul 14, 2018
6,736
Also sorry for the double post but trying to make platformers on Dreams made me appreciate actual platformers much more. Good and engaging level design is incredibly hard.
 

OgTheEnigma

Member
Oct 27, 2017
1,240
Liverpool
I'm officially into the final stretch of my jam creation. The logic and gameplay events are 99.9% done, so all I have left to do is keyframe the camera movement on a timeline.

I thought the jam ended tonight, although it seems to actually be tomorrow (Monday night), which thankfully gives me some extra time to polish the camera flow.
 

Conal

Member
Oct 26, 2017
513
I'm officially into the final stretch of my jam creation. The logic and gameplay events are 99.9% done, so all I have left to do is keyframe the camera movement on a timeline.

I thought the jam ended tonight, although it seems to actually be tomorrow (Monday night), which thankfully gives me some extra time to polish the camera flow.

Do we get a sneak peek?
 

Tawantabe

Member
Mar 20, 2019
207
Everyones stuff sure is looking awesome!
Ive fallen behind on the updates ill dedicate some over night bandwidth to it soon!, And I still need to spend way more time working with art. Ive basically been setting up Reboot like environments and working on logic all this time. One curiosity begets another begets another. i will start making games as soon as i finish all these logic widgets I promise! I still have quite a few areas i haven't explored at all, i have no clue how variables carry over from scene to scene. But ive got a few variations on projectile logic. I like to watch things play out so i find myself trying to work out different modes of pathfinding logic alot too.
Something i havent been able to figure out
If im restricting movement to x and z and i get moved in y how do i restore that object back to the original y position?
Edit: or just basically how do you check things are where they should be and get them back there?
 
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OgTheEnigma

Member
Oct 27, 2017
1,240
Liverpool
OK, I've just seen some videos of The Stanley Parable remake in Dreams. It's absurd; they've basically remade the whole game (or most of it).

I'm not a massive fan of of direct recreations in Dreams, however this one goes above and beyond the quality of all others I've seen.
 

Pikelet

Member
Oct 27, 2017
422

This actually looks nice. Haven’t seen much effect tutorials
Gah, this is why my games suffer from scope creep, that effect would be perfect in my game...

the actual theme is "Summer Festivals"

heres hoping new music. lol
Hmm, I wonder how close you have to stick to the theme in order to do well in these things. My current WIP game is coincidentally quite summery, but it doesn't have much to do with festivals.
 
OP
OP
Dead Prince

Dead Prince

Member
Oct 25, 2017
9,725
Gah, this is why my games suffer from scope creep, that effect would be perfect in my game...



Hmm, I wonder how close you have to stick to the theme in order to do well in these things. My current WIP game is coincidentally quite summery, but it doesn't have much to do with festivals.
Just add dozen more characters and put flower crowns on them and add music :p


i don't think this was posted yet. seen it, haven't played. people from MM talked about it.
 
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OgTheEnigma

Member
Oct 27, 2017
1,240
Liverpool
I've been going through a lot of jam entries today, because this is the first one I've entered. I don't know if it's just an issue on my end, but I'm not getting the option to vote for entries if the Scene/Dream ends organically (ie. you don't need to use the pause menu to exit it). This is particularly an issue if this happens on the 4th entry on the list, because there's no way to go back to vote for it when you reach the 5th entry.

Twice tonight I wanted to vote for a creation, but couldn't go back because the scene ended automatically and I was moved to the 5th entry from the list.
 

OgTheEnigma

Member
Oct 27, 2017
1,240
Liverpool
OK, I've been getting the option to vote for Jam creations, at the end of the scene, today. Maybe it was some kind of weird bug I encountered yesterday? (essentially, the Jam entries were progressing like in Autosurf)
 
Oct 27, 2017
212
A look at one of the holes from the mini golf dream I'm making. Got all the mechanics in place, just have to finish making holes. Want to publish it with at least nine, I've got six or seven solid ones atm.

 

Orioto

Member
Oct 26, 2017
1,791
Paris
Hey guys, complex technical question here!

So, let's say you want to make a map, and you've got 30 to 40 levels planned.
Now, a door to an other level costs 10% game thermo.. What's the deal with that ??

Is the only way to make a multiple part map ?
 

OgTheEnigma

Member
Oct 27, 2017
1,240
Liverpool
Hey guys, complex technical question here!

So, let's say you want to make a map, and you've got 30 to 40 levels planned.
Now, a door to an other level costs 10% game thermo.. What's the deal with that ??

Is the only way to make a multiple part map ?
Thermo for Doors isn't representative for their actual cost in the level, however you are limited to 10 per Scene currently. This is likely to increase in the future.

You can get past the limit by using variables and having 'spacer' Scenes. For example, you could use one Doorway which can send you to 5 different Scenes. You could have 5 physical exits in the map Scene which activate the same Doorway. Just before the Doorway is activated, the variable should be overwritten with a number, such as 0 to 4 (5 potential values).

The 'spacer' Scene then reads the variable and sends to player to a different Scene, depending on which number was saved. This can happen with logic in a fraction of a second, and it'll just look like a slightly longer loading scene from the player's perspective.



I'm kind of tempted to set up a tech demo Dream with a hub Scene of 40 exits now, however it's going to lead to a massive number of scenes saved in my profile...
 
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Orioto

Member
Oct 26, 2017
1,791
Paris
Thermo for Doors isn't representative for their actual cost in the level, however you are limited to 10 per Scene currently. This is likely to increase in the future.

You can get past the limit by using variables and having 'spacer' Scenes. For example, you could use one Doorway which can send you to 5 different Scenes. You could have 5 physical exits in the map Scene which activate the same Doorway. Just before the Doorway is activated, the variable should be overwritten with a number, such as 0 to 4 (5 potential values).

The 'spacer' Scene then reads the variable and sends to player to a different Scene, depending on which number was saved. This can happen with logic in a fraction of a second, and it'll just look like a slightly longer loading scene from the player's perspective.



I'm kind of tempted to set up a tech demo Dream with a hub Scene of 40 exits now, however it's going to lead to a massive number of scenes saved in my profile...
Thx! That's super useful i'll see if that's something we can do!
 

Oneself

Member
Oct 26, 2017
1,126
So something just crazy happened which made me smile as wide as I could. I was able to take a full on analog synth, this one being my Korg Volca Bass. Hook up my Audio Inerface to my PS4 and actually get the thing recorded in. I am so excited for the possibilities this'll give me! My mind was just so blown and I'm just geeking out talking about it! :D

Oh nice! What's the hub or audio input you're using?
It’s amazing


but I can’t find the 12th key?
In the cave... ?
 
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