I blame it on Media Molecule. Don't know why hey didn't make nicer looking and feeling movement animations.I feel like no one is even close to mastering walking animations yet. Everything is way too physics based and looks/controls funny.
I blame it on Media Molecule. Don't know why hey didn't make nicer looking and feeling movement animations.I feel like no one is even close to mastering walking animations yet. Everything is way too physics based and looks/controls funny.
I blame it on Media Molecule. Don't know why hey didn't make nicer looking and feeling movement animations.
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 blame it on Media Molecule. Don't know why hey didn't make nicer looking and feeling movement animations.
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.
Thanks! I hope the exploration part is not to boring, but I also hope that in the end it's worth it. I'm a bit sad to see that less than 45% of players saw the ending scene. That's why there are no puzzle during the exploration, I wanted as many players as possible to see all of the dream.
To be honest, I think that's a pretty great statistic. Two weeks of play time already and 75% likes per unique user. Those are incredible stats too.
Getting that many people to devote twenty minutes to anything is challenging. One has to remember that games in Dreams aren't like games elsewhere. Dream Surfing is, as MM have suggested, a bit like YouTube for games. When games are free and there's a practically endless supply, keeping people engaged for anything more than a few minutes is a serious feat. For what it's worth, while I think there's something appealing about the purity of Castaway as an exploration game, I think you'll lose as many players for it having few mechanics as you would because additional mechanics are too challenging. I guess that's why some games offer 'no difficulty' or 'story' difficulty settings, so you can have the cake and eat it too.
Thanks! I hope the exploration part is not too boring, but I also hope that in the end it's worth it. I'm a bit sad to see that less than 45% of players saw the ending scene. That's why there are no puzzle during the exploration, I wanted as many players as possible to see all of the dream.
That might be related to the wire input blend mode that was mentioned earlier in the thread. L1 + X on a input tab will change how the inputs are handled.Is there a way to breakdown how certain MM elements are functioning?
For a temporary solution I wanted to throw on the footstep sounds into a wall run just to give me more context so I pulled the sound file for steps from the basic character and linked it up to my trigger, this resulted in a knocking like sound from playing that speeds up or down dependent upon momentum so it's only playing one of the files rather than the range (for now this does the job but not for when adding polish). Looking at how the original was set up it's connected to separate foot impacts yet I can't see how this is actually linking up in the sound package, just that the two wires go to the power so I can't figure out how I would create something similar but to my requirements.
Thanks! I hope the exploration part is not too boring, but I also hope that in the end it's worth it. I'm a bit sad to see that less than 45% of players saw the ending scene. That's why there are no puzzle during the exploration, I wanted as many players as possible to see all of the dream.
A bit of feedback if you're interested, I dropped it after getting frustrated with platforming on the ruins section trying to get to the non-obvious thing that I needed to activate.
Trying to figure out how to reach it, jumping, missing and then respawning on the ground floor got to me after about 3 attempts.
Thanks for the feedback. In theory, no platforming is required to activate any of the stones, but I can see why this one is confusing. I think it's fixed in the current version : it's more visible and there are 2 ways to get to it. But to make it sure, we are talking about the stone on the green "temple", the one that is on the side of the temple almost above the respawn point? Again, thanks a lot for the feedback, it helps a lot to narrow down issues :)
it was confusing but it said "Spring Element - Element". but they mention element in the rules thingy.How can you tell whether a Creation Jam is asking for a scene or elements? I just remember people saying in the Spring jam that it was only elements allowed, but I didn't see where it was specified for the Pirate one.
They've already shown off Haus of Bevis. That's certainly on the risqué side of things, in the name of art.Media Molecule tends to highlight only visually appealing and "safe" Dreams, which is great of course, but I wish once in a while they'd venture into the weird, ugly side of Dreams (while still being relatively safe). Do it, you cowards!
it was confusing but it said "Spring Element - Element". but they mention element in the rules thingy.
most were scenes. but people did whatever most of the time but stick to theme.Ah, okay. So has every jam only been asking for visual art elements so far? I'd hope to see different jams asking for stuff in all categories - logic jam, music jam, etc.
youd have to @ them on twitter. they get suggestions from the community. because as time goes on theres going to be way more stuff and it'll just be harder to find unless they only stick to new recent stuff that gets published.Media Molecule tends to highlight only visually appealing and "safe" Dreams, which is great of course, but I wish once in a while they'd venture into the weird, ugly side of Dreams (while still being relatively safe). Do it, you cowards!
Yep, managed to find them all now :)
The music video was: Feed your head - https://indreams.me/dream/mstfRMYzeJv
The cool puzzle game was: Inheritance - https://indreams.me/dream/mBkiFypCrnJ
Destructible house pieces - https://indreams.me/element/obfcxCDcjMh
Splitscreen Spar - https://indreams.me/dream/mUMwBAKDkFU
Thanks very much.
Is there a way to search for these within the Dreams game or do I need to sign in via my ps4 browser @ in dreams.me ?
I don't understand.
Is there like a known bug list somewhere? Trying to change the color of an object via trigger zone but whatever color I select it just defaults to blue no matter what. Just like how the wall in this tutorial turns blue https://www.youtube.com/watch?v=RiDPatqMkJs
feedback.indreams.me but have you tried using a key frame to change the color instead of wiring directly to the color?
No, I'll give that a try. Worse comes to worst I was just going to have two identical objects with different colors and have the trigger turn one off an the other on.
Is there like a known bug list somewhere? Trying to change the color of an object via trigger zone but whatever color I select it just defaults to blue no matter what. Just like how the wall in this tutorial turns blue https://www.youtube.com/watch?v=RiDPatqMkJs
It could be possible to restart the poll?
The two new options are good.
i have to contact a moderator. but also the first 2 could be removed or should they be changed. i feel like i need to word it betterIt could be possible to restart the poll?
The two new options are good.
i have to contact a moderator. but also the first 2 could be removed or should they be changed. i feel like i need to word it better
looks good. i contacted a mod. lets see if its possible.Perhaps
1) Only used DS4
2) Only used Move
3) Used both, prefer DS4
4) Used both, prefer Move
5) Used both, like them equally
when you report a post it contacts all the mods. so whoever is on can deal with it but yeah ;D pretty fast.
Yes thats good.Perhaps
1) Only used DS4
2) Only used Move
3) Used both, prefer DS4
4) Used both, prefer Move
5) Used both, like them equally (or something like "Used both, like each for different purposes")
You're not moving the camera. You're moving the scene. Give it a bit, you'll figure it out.Omg... please tell me there is a way to change these ass-backwards camera controls for the Moves. Everything is inverted and hitting the invert toggle in the options doesn't change them. This is really frustrating. Up should be up. Right should be right. lol you inverted freaks are a gaming plague I thought we'd beaten into submission, scattered to the far corners of sub-menus... ugh but here you are in your full grotesqueness right on the default scheme. This is blasphemous.
Seriously though... wtf how do I change this? Grabbing stuff and rotating the object is normal, but rotating the camera around the object is backwards and offensive.
The asset shouldn't be public / remixable. And yes it's all about making items that you can only get as a prize for doing something in your game.Has anybody here used prize bubbles? I'm wondering how they work. Could I put an asset in a prize bubble and have that be the only way you can get that asset to use in your own levels? Or would the asset already have to be remixable and public?