anyone work out what cost must for gameplay? are key frames less then using wires and bit and bobs?
Has anybody noticed any difference with the fog range? The background for my intro used to be pitch black but since the update it's a foggy mess and I cant seem to do anything about it.
I've got a feeling that this may be related to the selected tiles sending a continuous signal into the counter. If this is the case then all you need to do is use a Signal Manipulator after the 'when selected' output for each tile to convert the signal to a pulse.Hey Dreams Era. I've run into a wall with my creation that I'd really appreciate some input with. I'm creating a tile based game where if two tiles of the same colour are selected, they will be destroyed and the player gets some pounts. By all accounts, this should be an easy to make game but I have an issue that's preventing me from even getting started with making this.
I have two states for each tile - on and off. When on, a white border appears around the tile signalling it has been selected and a counter to check whether two have been selected is increased by one. When the counter reaches 2, all currently selected tiles are destroyed and points are awarded. This all works perfectly but the problem comes from actually getting the damned counter to 2! When no tiles are active, selecting one of them correctly icreases the count to 1. However once any single tile is selected and the counter is one - the counter refused to go up ever again! So I can select as many tiles of the same colour and it stays at 1. Meanwhile, if I have no tiles selected and use an alternate means to bump up the counter to 2, selecting any tiles afterwards will insstantly destroy them showing the rest of the system works as intended.
I'm hoping this is an easy to understand problem with a quick fix that is goign over my head but if not, I can provide images to help visualise what the set up looks like and what method I've chosen. FWIW, I've tried 2 seperate set ups - one with direct wiring and one with wirless communications and they both end up with the same result. Any help would be greatly appreciated thanks!
I've got a feeling that this may be related to the selected tiles sending a continuous signal into the counter. If this is the case then all you need to do is use a Signal Manipulator after the 'when selected' output for each tile to convert the signal to a pulse.
Value entry for sliders is glorious.
Still seems okay on my creations (many of which have maximum fog distance).
Ah perfect, thank you! How do you pulse power to the teleporter? Or I guess, how do you start something when the scene begins?Replying to mezentine (quote didnt work for some reason):
I used variables and a teleporter. Basically, when you activate a doorway, it modifies the door variable to a number corresponding to that specific door. Then I have a tag in front of each door that only powers on when the variable equals the value for that door. Lastly, I have a teleporter on my main character that briefly powers on everytime the scene begins, teleports him to the appropriate tag, then powers off.
Ah perfect, thank you! How do you pulse power to the teleporter? Or I guess, how do you start something when the scene begins?
I'm currently trying piping the entry pulse from my Doors into a Transmitter but it doesn't seem to be triggering when I enter through the Door, possibly because the Door isn't...powered?
I think my problem is with the tag actually? I've confirmed the variable leading into this panel is working properly, but then I never get Tag Active to flash, which is very weirdIf you have a door marked as an entrance you should be able to wire its 'just activated' output into a wireless transmitter then have a wireless receiver wired to the teleporter
calculators are weirdly glitched and i dont really know what makes it happen. ive had it mess up while working on a puppet and deleting and undoing the deletion fixes it every time.I think my problem is with the tag actually? I've confirmed the variable leading into this panel is working properly, but then I never get Tag Active to flash, which is very weird
EDIT: I have no idea how, but I fucked up my Equal calculator somehow, deleting it and resetting it completely fixed the issue lol
So heres another question lol: is there a way to adjust shadow intensity? I want to keep shadows on, but they make interior spaces too dark
I think my problem is with the tag actually? I've confirmed the variable leading into this panel is working properly, but then I never get Tag Active to flash, which is very weird
EDIT: I have no idea how, but I fucked up my Equal calculator somehow, deleting it and resetting it completely fixed the issue lol
It's most likely a wire mode issue. Press l1 + X on the input tab of the tweak menu. With calculators, you generally want it to be set to Overwrite mode because that will simply use the number you wired in as-is.calculators are weirdly glitched and i dont really know what makes it happen. ive had it mess up while working on a puppet and deleting and undoing the deletion fixes it every time.
Holy shit, I thought I was the only one who remembered that game! Used to play it all the time in the school computer lab back in the day.The concept behind it is that It's going to be an homage to the old DOS game Skyroads.
Haha that's awesome.Holy shit, I thought I was the only one who remembered that game! Used to play it all the time in the school computer lab back in the day.
Good luck on your efforts! I hope the insanely frustrating (CHEAP!) difficulty isn't one of your inspirations :p
On to my next Dreams project!
My next game is in the fun, rapidly-coming-together stage.
The concept behind it is that It's going to be an homage to the old DOS game Skyroads.
Not sure if there's a better way, but I'd probably use the emitter gadget to spawn the enemy. Then you can just destroy the enemy when the player dies, but have a fresh enemy be emitted when you re-enter the room.how do i reset my enemies if one kills me? i know how to get the enemy's health to reset when i die but i dont know how to get it back the way it was before i came in the room
BTW, I recently released a large update to my silly Forklift game:
- 2 extra stages
- silly new cutscene
- High score tables
- 3 Star scoring system per level
- Bunch of small improvements and bug fixes
- Ending screen
Adding this seemingly minor stuff took a lot longer than i anticipated. It's true what they say about the last 10%.
On to my next Dreams project!
My next game is in the fun, rapidly-coming-together stage.
The concept behind it is that It's going to be an homage to the old DOS game Skyroads. I have a prototype level up and running and I'm tweaking the vehicle physics (they are already a significant improvement on my previous efforts at vehicle controls!). For the art style I'm taking notes from Daytona USA and that first level in Sonic Adventure 1 - Impossibly blue skies and blinding white clouds.
What are yall working on now?
There's two things this could be, one is the software bug that causes the imp to move even while the DS4 is stationary (e.g. the imp moves to the left when your DS4 is resting on a table), and the other comes down to getting used to how the imp behaves.I finally started doing the tutorials today and I'm really enjoying it but is there a trick to prevent the Dualshock 4 to constantly drift? I feel like I have to recenter it every 2 minutes or so... Really annoying.
Cool thanks for the info!There's two things this could be, one is the software bug that causes the imp to move even while the DS4 is stationary (e.g. the imp moves to the left when your DS4 is resting on a table), and the other comes down to getting used to how the imp behaves.
Software bug:
Just last week the devs found the cause of the issue and intend to patch it soon.
Some have said that you can temporarily fix it by switching the controller off and then resyncing it. Some have said that it helps if you turn the imp sensitivity down a few notches.
Getting used to normal imp behaviour:
One thing that took a bit for me to get used to was the fact that if you press the imp against the sides of the screen, you are actually re calibrating (or recentering) the imp on the fly. You can of course recenter the imp by holding down options whilst having the controller in a neutral position, but the better and quicker option is to re-calibrate the imp by pushing it against the sides of the screen once again. You can make fine adjustments really quickly this way.
e.g. You press the imp against the right side of the screen which causes the imp to be way to the left of the screen when you return your hands to a neutral position. To fix this you press your imp to the left of the screen for a a bit, which makes the neutral hand position once again be back in the center.
The design of this is clearly somewhat unintuitive, but It's also very intentional and I think that ultimately it was the right call. People don't hold their controllers entirely in a single neutral position throughout a session, and so being able to frequently make fine calibration adjustments was always going to be necessary.
It's the motion control equivalent of lifting your mouse off the mousepad and placing it back in the centre. Similar to when you use a mouse, this constant recalibration becomes second nature after a while.
Hey, been silent for a while but i'm progressing on my second game, that'll i finish hopfully :p (I'll fidn a way to finish little jump to)
Logic and concept work pretty fine for now, but it's going to be challenging to design level that are not too hard. i'll have to be more progressive than with little jump! At least it's 2d!
It's looking good! Were you able to get all the pickup logic implemented?