You aren't. It is from REmake2. Comparison and reference gif I take as.I may be wrong, but isn't the second gif straight out of Re2 😅
You aren't. It is from REmake2. Comparison and reference gif I take as.I may be wrong, but isn't the second gif straight out of Re2 😅
Thought so, but you can never be sure with the brilliance of Dreams. Anyways, great work, especially with the animations.You aren't. It is from REmake2. Comparison and reference gif I take as.
Ahhhh hahaha. Oops. I'll go and delete my amazed tweet.. cheers for letting me know. Haven't played it. Guess it's testament to Dreams that it looks viable.I may be wrong, but isn't the second gif straight out of Re2 😅
Awesome prototype from the beta, but she can't edit it anymore without it breaking due to the changes between beta and early access.
Awesome prototype from the beta, but she can't edit it anymore without it breaking due to the changes between beta and early access.
https://indreams.me/scene/dEmaeSuECux
So i made the double jump infos more visible!
Also i'm trying things for the second world, inspired by Yoshi's Island cave!
Looking good. Your growth was visible as you put out newer levels. I still think the jumping and landing is a little too finicky for my taste, but I was enjoying the last couple of levels far more than the earlier ones. For me I think the initial jump should be just a little higher, which I get the irony of this in a game called Little Jumps. That and or make some sort of change to landing and standing on the platform. If the robot has one foot off the ledge it wants to fall off. Is it possible to code it so that if the robot has at least one foot on the platform it will not fall, or if that is too hard maybe an invisible platform that extends beyond the surface just a bit, but can be jumped through from the sides and bottom so not to cause any problems in platforming? Like imagine mega man having one pixel of his back foot still on a ledge but he hasn't fallen yet, or mario wailing his arms when he gets to the edge, that forgiveness I think would greatly help and still maintain the challenge.
Hey i've seen you in my scoreboard! With some good times if i remember well!
As for what you're talking about, it's difficult for me to see cause.. See, i was frustrated by the too big colision hit on the red obstacles, cause it seemed unfair and buggy. So i changed it. Now for the platform collision, i played the game a LOT, believe me, and i've never ever felt what you're talking about. The robot has really small feets. I could never see a situation where i'm one feet on the platform and one out.. And there is the little edge outside of the plarform to save you sometimes. But really it always felt super precise for me. I miss the paltform completely or i'm on it, never half..
I've also had problems getting stuck inside of platforms as well, which is more of a bug. Like the red stuff under the floating platforms. I loved level 5 which was my fastest time, and on that level if you fell from a high enough height onto a platform the robot went straight through the platform and got stuck inside. I got around that by smashing the jump button so that the robot would jump as soon and it landed to prevent that. Not sure what the fix is there, but if there is collision problems on the extreme end like that there may be others you are not seeing in your play tests.
Our first Mm Jam stream will be taking place Tuesday 14th May at 5PM BST on Twitch, where we'll be creating something to inspire you in the next Dreams Community Jam and it's currently TOP SECRET subject.
After some further testing, I'm non the wiser to how the order of Scoreboards is decided. I made a brand new test Dream and scene, where I've used 10 Score gadgets, each with a different letter as a name. I gave them values of 1 - 10 in reverse alphabetical order. To make them post, I attached a timer gadget to each one, which were set at 0.1s increments in the following order:
D
E
C
B
A
F
G
Z
Y
X
To add another variable to this test, I made and named the gadgets in the reverse of this order,
With the Dream posted online as private, I played the level once and activated the timers to create the score. The Scoreboards came out in the following order (with the values they had):
Y - 2
A - 10
X - 3
Z - 1
E - 6
B - 9
G - 4
F - 5
D - 7
C - 8
I can't see any pattern or reason why they came out in this order. Does anyone have any other ideas or suggestions?
Am I missing something or are bolts a pain in the ass to use for anything concentric? I have a windmill I'm making and getting the pink node aligned to the center of the shaft and positioned correctly so that the axle rotates around its center seems needlessly finnicky
https://indreams.me/dream/mstfRMYzeJv
This Dream is trippy as hell, and absolutely amazing. It's pretty short, and you can't do anything, just sit back and fall
I'm getting somewhere with world 2. It took many tries. Still lack contrasts though, but i'm trying to work with their sky/light system. Many things to play with it's a little confusing to control colors.
But at least i got the theme and coherence with the first world. Otherworldly poetic planet with a pastel look.
I'm getting somewhere with world 2. It took many tries. Still lack contrasts though, but i'm trying to work with their sky/light system. Many things to play with it's a little confusing to control colors.
But at least i got the theme and coherence with the first world. Otherworldly poetic planet with a pastel look.
Looking really good. It's probably been asked before, but is the first world available to play?
Yeah I had a lot of trouble doing the same thing trying to get wheels attached to my Forklift.Am I missing something or are bolts a pain in the ass to use for anything concentric? I have a windmill I'm making and getting the pink node aligned to the center of the shaft and positioned correctly so that the axle rotates around its center seems needlessly finnicky
Does anyone know a good detailed video for creating characters from scratch? I'm not sure what the easiest way to go about it is, or if it's easier to edit a deluxe puppet.
I don't think there really is a single really good video that explains the ins and outs of character creation just yet, or at least I couldn't find one. I really had to muddle through a lot of it on my own, which was a pain.Does anyone know a good detailed video for creating characters from scratch? I'm not sure what the easiest way to go about it is, or if it's easier to edit a deluxe puppet.
You should try emitting the enemies in some way and destroying them when dead /not visible.Welp. I can't really do much with my project unless MM adds trig functions to the calculator and fixes the bug with the signal receiver backchannel where transform fat wires get scrambled. The workarounds are simply too thermo-intensive for me to continue with any confidence. The logic used to work around the lack of trig functions alone takes about 2% of gameplay thermo per instance. And I need to use it in every enemy. *sigh* Sorry just needed to vent.
Props to the guy who made the sine and cosine microchips that output correct values, though. (The ones based on an approximation invented by an Indian mathematician I forgot the name of.) Making math/utility microchips is a bit of a thankless task. Nobody ever upvotes that shit because ew math.
Welp. I can't really do much with my project unless MM adds trig functions to the calculator and fixes the bug with the signal receiver backchannel where transform fat wires get scrambled. The workarounds are simply too thermo-intensive for me to continue with any confidence. The logic used to work around the lack of trig functions alone takes about 2% of gameplay thermo per instance. And I need to use it in every enemy. *sigh* Sorry just needed to vent.
Props to the guy who made the sine and cosine microchips that output correct values, though. (The ones based on an approximation invented by an Indian mathematician I forgot the name of.) Making math/utility microchips is a bit of a thankless task. Nobody ever upvotes that shit because ew math.
I'm also quite curious as to what you need these for.
Suggest you upvote this feedback suggestion here to push for more trig functions: https://feedback.indreams.me/forums...tions/36376984-creating-a-fully-custom-puppet
Seems like something that they could add quite easily really, so I won't be surprised to see it in a future update.
Welp. I can't really do much with my project unless MM adds trig functions to the calculator and fixes the bug with the signal receiver backchannel where transform fat wires get scrambled. The workarounds are simply too thermo-intensive for me to continue with any confidence. The logic used to work around the lack of trig functions alone takes about 2% of gameplay thermo per instance. And I need to use it in every enemy. *sigh* Sorry just needed to vent.
Props to the guy who made the sine and cosine microchips that output correct values, though. (The ones based on an approximation invented by an Indian mathematician I forgot the name of.) Making math/utility microchips is a bit of a thankless task. Nobody ever upvotes that shit because ew math.
I love this look. Awesome!I've been working a bit more on my Airball tribute. Managed to set up a light+camera group that also has a spare microchip which gives another output to the zone which triggers the entire thing. If I set visibility for the entire room to this output, the room disappears when I move out of it, which gives me the flick screen I want.
Time to do some modelling.
fixes the bug with the signal receiver backchannel where transform fat wires get scrambled.
As a lousy student of math who is interested in programming, I'm curious as to what you--any of you--are using trig functions for in Dreams. One of my greatest struggles is understanding ways to implement the mathematics I've learned, so I'd be very interested in hearing about possible applications.
This took forever, but I've finally transcribed a piano arrangement of the 4th movement of New World Symphony, please feel free to use it if you like: https://indreams.me/element/ouChzBdAwpd
Nice, did your use the bright piano? I am working on importing 88 key samples for a grand piano cause I hate the included soft piano, the low keys sound like a electric bass guitar played in a tin can. So I would like to see what it sounds like when I get the interment all set up. I finished Chopin's Raindrop prelude earlier this week and I would love test it out on another arrangement.
Maybe attach a mover with 0 velocity and max damping to the puppet. Activate it for 0.1 seconds after the puppet hits the ground, if it's been travelling above a certain speed in the the y-axis.Ha by the way there is something really hurting that i can"t deactivate in the game physic. If you jump from a certain high, even when the jump limit is set to higher, the puppet will move when it lands, which sometimes makes him fall from small platforms. I don't know how to fix that..