Thats why i asked
But ecochrome was about manipulating perspective to bridge gaps and all that.
Thats why i asked
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
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.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?
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?
If only we could easily see the creations we liked and followed. -_-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.
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.
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.
This one: https://indreams.me/dream/mHMVuHkPVXDSticks? 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.
this wasnt even remixable last i checked
Are you using the signal manipulator to turn the button press into a pulse before going into the selector? Seems like that should work.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!
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.
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!
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.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.
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.
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.
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.I feel like no one is even close to mastering walking animations yet. Everything is way too physics based and looks/controls funny.
Wish the default turning speed was 300+ and weight higher most dont mess with it at allI feel like no one is even close to mastering walking animations yet. Everything is way too physics based and looks/controls funny.
I have no idea how to recreate SM64/Sunshine skidding, and the resulting side vault move.
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 feel like no one is even close to mastering walking animations yet. Everything is way too physics based and looks/controls funny.
They specifically avoid them. Abbie mentioned it in the Stream last week.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 anyI 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.
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.I feel like no one is even close to mastering walking animations yet. Everything is way too physics based and looks/controls funny.
They specifically avoid them. Abbie mentioned it in the Stream last week.
Oh? publishing a level not 100% clearNice 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.
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.