That doesn't sound right to me. I just hooked up a trivial experiment and, if the Slow Power Up setting is 0.0, the a free-standing keyframe (e.g. not on a timeline) instantly applies. The only way I can make that not the case is if I don't apply a full signal to the power socket. If I send a value less than 1 into the power socket, it interpolates, but if it's 1 or more, it is instant. Is it possible that the output you're getting from the impact sensor is not 0 or 1? It looks like the first value in the fat wire that comes out of the impact sensor is the 'impact' described as the force of collision. It seems to be binary for the 'touching' impact, but presumably not the others.
Video showing off all the different types of game genres you can make
Such is game development or any creative pursuit.We're talking about the impact one ? Cause indeed they say the impact one has a force data, but the contact one should only be contact or no contact i guess... I fear i'm never going to find out how to fix that -_-
Anyway i just worked 6 hours on creating a music for the world 2. Dreams will kill your life.
Thanks a lot! Will give it a try.I think the most standard way to do this is to use a signal manipulator and it's 'Freeze Output' capability. I think some of the 'Local Variable' contraptions in the Dreamiverse deal with fat wires in this way, pretty sure one does.
Spent the weekend making the intro for the full version of Cubric, which I hope to have finished in the next week or two. I'm super happy with how it turned out!
Thanks! I composed the music in the downtime between the beta and early access which means I had to transcribe it note for note into Dreams. That was a pain in the ass, but I'm glad people are liking it
Hmm this is really confusing when things seems to be random problems rather than things you can fix..
Soi have that platform that lets you jumps higher ok. The way i did it is simple. Collision detection on the platform, linked to a keyframe that changes the puppet jump high setting.
So why, why in god's heaven would there be this weird thing where my 6 meters jump works when i'm waiting like 1 seconds on the platform, but if i jump directly when i land on it, it's half a jump or something.. The keyframe is not progressive, it doesn't have a slow start or anything..
You probably don't even need the invisible object. Use the laser pointer to detect a ledge and then disable forward movement in the puppet logic gadget. I'm sure there would be more to it, but it would save you having to place a bunch of invisible blocks.Really enjoying the logic to playability aspect, really thought I'd be primarily focused on art but after building a controllable character from scratch (just to learn how logic works) and then adapting the basic character to do more advanced movements as well as making camera rigs I'm really enjoying this aspect.
I was thinking of creating a universal edge grace system attached to a character. I'm compleatly new to logic so trying to figure out a method to get this working but currently supposed to be working so can't access Dreams. My initial thoughts were to use a laser pointer logic thing and have it positioned just bellow the feet, then set to activate when it doesn't detect a scenery tag, which then calls in a collidable but invisible platform which disappears after 0.2 seconds then resets when it touches a scenery tagged object. Anyone see any obvious problems with this?
I was thinking of creating a universal edge grace system attached to a character. I'm compleatly new to logic so trying to figure out a method to get this working but currently supposed to be working so can't access Dreams. My initial thoughts were to use a laser pointer logic thing and have it positioned just bellow the feet, then set to activate when it doesn't detect a scenery tag, which then calls in a collidable but invisible platform which disappears after 0.2 seconds then resets when it touches a scenery tagged object. Anyone see any obvious problems with this?
I think an easier solution would be player curated playlists. They could work the same as collections, but let you sequence the levels.What this game needs is a Warioware / Mario Party type gamemode where it just funnels in community-curated 2 to 4-player games and delivers them to you in rapid succession while keeping an overall score throughout. There's so many totally unique short games in this thing, it's perfect.
I think an easier solution would be player curated playlists. They could work the same as collections, but let you sequence the levels.
Yeah, you can be proud. There is a whole market for such great music. Just look at the boomkat website.Thanks! I composed the music in the downtime between the beta and early access which means I had to transcribe it note for note into Dreams. That was a pain in the ass, but I'm glad people are liking it
Thanks! I never figured that out, I had the same issues. lol 😂What's the best way to turn off running? I tried to reduce running speed to same as walking but it messed up the animation.
EDIT: Setting the run speed to 0 does it!!
You probably don't even need the invisible object. Use the laser pointer to detect a ledge and then disable forward movement in the puppet logic gadget. I'm sure there would be more to it, but it would save you having to place a bunch of invisible blocks.
I think you could get the same result by changing the puppet settings to ignore gravity briefly rather than spawning a platform.
Need to make use of some debugging methods, my dude.
Chuck some number displayer gadgets on your trigger outputs, and then enter the trigger zone with your character whilst you are in test mode to see what is happening. I believe the trigger gadget should just be outputting 1 so long as you are in the trigger zone. If it's getting that output then you know the problem lies elsewhere.
In test mode you can also just keep the tweak menu from the puppet gadget open, so you can see what's happening to the jump value in real time.
One thing I always check when something is broken is the wire-mode. A few times I've accidentally pressed L1 + X on the little input tab of a tweak menu, which changes the wire mode and causes weird behavior.
SlurmMacKenzie has a new creation out. Just started it is already the most ambitious one yet.
https://indreams.me/dream/mDaqznumYyN#
It's amazing! Takes about 20-30 minutes to complete and seems to set up something big.
SlurmMacKenzie released their new game today, Castaway:
https://indreams.me/dream/mDaqznumYyN
They've also just published a Reddit post talking about the game, presumably best read after playing and beating Castaway. Haven't started it yet because it's apparently 20+ minutes long! God. I have a Dreams backlog.
https://www.reddit.com/r/PS4Dreams/...way_a_short_postmortem_about_my_latest_dream/
edit: ignore, misread the conversation
... I guess I should say something here now...
I should get Galactic Geometry 1.05 out this evening. Main new feature is a new enemy type, comfortably the most complex of the enemies that I'll have to do, but made a ton of progress yesterday. I've ended up getting sidetracked quite a bit really, both with Galactic Geometry and outside of it. Had another crack at making efficient trigonometry functions and managed to improve them further still, down to ~0.06% gameplay thermometer per sine. With Galactic Geometry I've fully rebuilt the walls, gridlines and starfield background, and I've redesigned the camera too which enables a delicious parallax effect. Getting 1.05 finished off feels like the last real hurdle, and I'm no longer really concerned about the feasibility of anything I want to do, which is great.
Some of the talent in this game is amazing... and it's only been what? One month?
Are you trenchbucket? None of your creations are showing up as remixable - I think the globe + recycle icon should mean its remixable? Eg cheap tangent, camera pan examples
Only had a bit of time today but I crafted two types of bushes and rigged up some sound for them. I'm having some trouble with the cone shaped one, as my ball happily rolls up the side of it. I think I will need to set a cube collision box as it's intended to be an obstacle.
One problem I'm having is that, again, since my camera is far away and zoomed in for the isometric look, all fleck effects are at low resolution which makes the fancy models look really grainy. Is there a way to conserve the fleck look regardless of distance or is that a performance limitation?
After spending more time with Dreams and making a lot of cool stuff, this is easily my GOTY.
However, if there is something that MM needs to add to the tool set... its UI tools.
The way UI is done right now feels very hacky to me. For starters, if you are trying to do anything other than text in your UI, you are in for a world of hurt. You have access to a limited set of Emojis which can be useful or a set of Dreams specific icons.. but that only gets you so far.
If you want to take a custom sculpt or painting and use it for a part of your UI, you have to do way more logic work than its worth. This seems like something that could easily be fixed via a new gadget or two. I really hope they plan on fleshing that out more before release. Give us a text displayer that accepts sculpts or painted images and we will be good to go.
Agreed; please add your feedback to https://feedback.indreams.me/ so MM can consider it.
Yeah it looks like you have accidentally set the wire mode off of the default. Hover over the input tab of the keyframe gadget and it will explain the wire mode you are in. The default wire mode is modulate, and you press L1 + X to change it. It looks like you have the wire mode set to the one that just accepts the raw output of the wire (can't remember what it's called), hence why it is outputting precisely 1.Thx! Well i tried to see what's happening. But it's even stranger now.
So..
He what you can see. I'm on the platform. Initially the contact wire triggers the keyframe. The problem is, see the 1,0 s part ? It's normally 2,s. It's the slow start. I can't deactivate it!! When i go on it with the cursor, it says 0,0s, but when i leave it it goes back to 2,0s. Now what i did here, i had to idea to wire the same contact detection to that setting, so that it shuts it down. But see, it puts it to 1,0s... What the fuck.. I'm missing something here.
Yeah it looks like you have accidentally set the wire mode off of the default. Hover over the input tab of the keyframe gadget and it will explain the wire mode you are in. The default wire mode is modulate, and you press L1 + X to change it. It looks like you have the wire mode set to the one that just accepts the raw output of the wire (can't remember what it's called), hence why it is outputting precisely 1.
I've previously complained that wire modes are never explained, and that the UI effect is way too subtle, and this is why :p
There should be a scale for limb movement range. Sometimes those flurry animations come from when limb gets moved out of the range of movement, and if your movement is somewhere that moves a lot of parts like the hips it can get tricky. Sometimes toggling a key framed piece to not return to space or whatever that button is helps as well.was the stuff regarding using "rotate" instead of "move" when animating characters not covered in the tutorial? i feel like its a pretty big deal to not mention that, since the animations wont even work properly if you dont use "rotate"
ive been spending so much time redoing animations on any of the puppets i like... until i inevitably give up out of frustration anyway. something being messed up on one animation timeline for an attack will have ramifications that apply to animations in the other timelines. i wonder if "move" is doing what it's intended to do or if it's bugged
Do u guys think its possible to make a game like EcoChrome?
That game seems to require a lot of complicated perception logic
Also I want a pixeljunk monsters game.