I finally finished Cubric and I'm really happy with how it turned out. For a long time it felt like it wasn't going to come together as well as I'd hoped, but in the last week I managed to solve a bunch of issues I'd been working on since the beta and now I can say that it's basically 98% how I envisioned it. I made a trailer for it:
It's out now. The feedback's been very positive so far but I'd love to hear what you guys think.
Looking good.
Thank you!Finally got around to trying it and damn, this legit could be a $15 indie game. Fantastic work.
Ooo what is this? Looks cool
It's my city jam entry, called 'Illuminate'. The best comparison I can think of, in terms of gameplay, is lightgun games such as Time Crisis. The camera will move on a fixed path, while at the same time you hover your Imp over buildings to light them up (with randomised colours).
Sound super unique and cool. Where did the idea come from?It's my city jam entry, called 'Illuminate'. The best comparison I can think of, in terms of gameplay, is lightgun games such as Time Crisis. The camera will move on a fixed path, while at the same time you hover your Imp over buildings to light them up (with randomised colours).
Atmosphere will hopefully play an important part. The city starts all greyed out with smog (fog gadget) and cloudy depressing skies. As the player lights up buildings, the mood of the level will improve, eventually making everything bright and sunny. Ideally I want some music which encapsulates the change in atmosphere and builds up to an epic finale as the camera gets faster and faster, although I'll have to see what's available on the Dreamiverse.
Honestly, I was just lying in bed after this jam theme was announced and trying to think of something I could make for it, before I went to sleep. It seems dreams make the best Dreams!
It's my city jam entry, called 'Illuminate'. The best comparison I can think of, in terms of gameplay, is lightgun games such as Time Crisis. The camera will move on a fixed path, while at the same time you hover your Imp over buildings to light them up (with randomised colours).
Atmosphere will hopefully play an important part. The city starts all greyed out with smog (fog gadget) and cloudy depressing skies. As the player lights up buildings, the mood of the level will improve, eventually making everything bright and sunny. Ideally I want some music which encapsulates the change in atmosphere and builds up to an epic finale as the camera gets faster and faster, although I'll have to see what's available on the Dreamiverse.
Love it.
Question for the techinical Dreamers here: I have a turn based game, where the character(puppet) is moving on a grid. I only want it to make 90 degree turns with a button press. What would be the best way to ensure it's absolutely 90 degree every time?
What I have now is a solution where every grid tile has a tag in it's middle and the puppets has a Look-At-Rotator, while this works for 90% of the time it eventually doesn't snap entirely straight and then the puppet goes off the grid.
I was trying something with coordinates of tags and piping that into the puppet rotator, but never got there entirely.
Love it.
Question for the techinical Dreamers here: I have a turn based game, where the character(puppet) is moving on a grid. I only want it to make 90 degree turns with a button press. What would be the best way to ensure it's absolutely 90 degree every time?
What I have now is a solution where every grid tile has a tag in it's middle and the puppets has a Look-At-Rotator, while this works for 90% of the time it eventually doesn't snap entirely straight and then the puppet goes off the grid.
I was trying something with coordinates of tags and piping that into the puppet rotator, but never got there entirely.
I think I'd use a Look-At rotator, but I'd probably send in the direction raw rather than rotating to a tag, which is one of the inputs on its final tab. There are four possible directions, so I'd probably wire them into a selector, wire all the selector outputs into said direction input (make sure to turn on the selector toggle which tells it to pass through the values), and then you can just use the previous/next input on the selector to make your 90 degree turns. In truth I'm not sure why you'd have the problem you were mentioning though, so it's possible this won't solve it? Not all that experienced using rotators on puppets. Either approach would work fine on a standard sculpt in my experience.
Use key frames, turn on the grid to rotate them to the position you want them to be. Make a keyframe for each rotation and activate them depending on whichever direction you want.
I used keyframes for rotation in Puzzles of Conflict, but physically separated it from the position by creating two objects and having the rotation object follow the position object very quickly. Obviously only works in certain types of games. (See the creation "Grid Based Movement and Rotation"). If we could specify transforms to the teleporter we wouldn't have to do these hacks. I'm hoping MM adds that functionality.Good suggestion. I actually tried it with keyframes first, but it doesn't only record the rotation, but also the position. So it snaps back to another tile when activated.
The creator of the captain shadow character has been quietly releasing videos of other stuff on his youtube channel:
Hopefully his stuff will be remix-able at some point because there're currently loads of 3d platformers that could benefit from these slightly weightier physics.
Did that monkey still use dreams puppet animation or is it completely custom animation? It look really smoothThat monkey character is already remixable. The logic is terrifying.
The creator of the captain shadow character has been quietly releasing videos of other stuff on his youtube channel:
Hopefully his stuff will be remix-able at some point because there're currently loads of 3d platformers that could benefit from these slightly weightier physics.
I believe it's complete customised with keyframes and other logic, although you can still change the basic puppet settings, such as movement speed, acceleration, air control etc.Did that monkey still use dreams puppet animation or is it completely custom animation? It look really smooth
what's the connection here, a 1/4" to 1/8" cable from the interface into the controller? also off-topic but you don't happen to have a Volca Sample by any chance do you?So something just crazy happened which made me smile as wide as I could. I was able to take a full on analog synth, this one being my Korg Volca Bass. Hook up my Audio Inerface to my PS4 and actually get the thing recorded in. I am so excited for the possibilities this'll give me! My mind was just so blown and I'm just geeking out talking about it! :D
what's the connection here, a 1/4" to 1/8" cable from the interface into the controller? also off-topic but you don't happen to have a Volca Sample by any chance do you?
awesome, i'd been thinking about trying this but hadn't gotten around to trying it, glad it's that simple. also my two cents: the FM is awesome though the interface is a bit tough, but you can design patches in a DAW and export them if you have a midi interface. if you dig the DX7 sound, go for it :DYeah from the interface to the volca it's a 1/4" cable into a 1/8" adapter and into the bass. And Nahh i don't have the volca sample myself. Only the beats and bass right now. Might look into getting a volca FM though
Did MM change teleporter behavior again while I was gone? Seems like teleporting to tags inside puppets lags by several frames now. Had really good eye-tracking logic on a character that would automatically point the eyes wherever you want with a tag and now the eyeballs trail behind their intended location.
I'm kind of fucked now because I couldn't find a way to automate eye-tracking with bone-based eye movement. And if you try and attach the eyeballs using grouping instead of bones you can't rotate them because movement needs to be disabled for that to work. So teleporting them to tags grouped with the head is really the only way to do it.
Tried finding some information on this but the only mention of teleporter behavior being changed that I could find was between beta and ea (specifically it was teleporter chaining gaining a single frame of lag) which was months before I started my project, so that can't be it.
it somehow always end scifi when he creates even if he tries to stick to modular architectural stuff lol.I really like Kareem, but his style and taste is the exact opposite of mine so I mostly just find his streams frustrating to watch haha. When I saw that he was going to do an architectural stream I thought it would be cool to see how he goes about making a building, but I should have known it would end up more like an interesting sculpture that vaguely resembles a building.
There are definitely things that get changed without informing anyone or posting in the changelog. Which is honestly a pretty terrible move considering how many different ways people are using the ingame logic. For example, persistent variables were first changed so they don't reset with a dream reset unless done manually. And now recently they were changed again that persistent variables are only changed when you leave the scene.
I surpassed the wire visibility limit in my jam entry yesterday. Most of the buildings are fully wired up now, at least. This is not the same as the actual wire limit (which is quite a bit higher).
Setting up new logic is quite a challenge, because I can't see most wires and I can only remove them if I use undo, or delete gadgets. Everything still works perfectly if I mentally plan out my wire connections beforehand, and the logic I still need to add isn't too complex. I'm in too deep to turn back now...
I'm on the hunt for appropriate music from the Dreamiverse currently, but i can take a screenshot later with most of the stuff illuminated.
The creator of the captain shadow character has been quietly releasing videos of other stuff on his youtube channel:
Hopefully his stuff will be remix-able at some point because there're currently loads of 3d platformers that could benefit from these slightly weightier physics.
Still a metric ton of shit to do but I'm making steady progress and I was kinda prepared for this to take me months when I started it and I keep adding to it as I learn so this is gonna take a hot minute haha.