Also sorry for the double post but trying to make platformers on Dreams made me appreciate actual platformers much more. Good and engaging level design is incredibly hard.
I'm officially into the final stretch of my jam creation. The logic and gameplay events are 99.9% done, so all I have left to do is keyframe the camera movement on a timeline.
I thought the jam ended tonight, although it seems to actually be tomorrow (Monday night), which thankfully gives me some extra time to polish the camera flow.
But that would totally be a spoiler :p
Theme is going to be Summer. i was going to say Summer Jam but thats just redundant in their wording.
the actual theme is "Summer Festivals"
heres hoping new music. lol
Just add dozen more characters and put flower crowns on them and add music :pGah, this is why my games suffer from scope creep, that effect would be perfect in my game...
Hmm, I wonder how close you have to stick to the theme in order to do well in these things. My current WIP game is coincidentally quite summery, but it doesn't have much to do with festivals.
Spring 2020.So obviously there's been no word on it yet, but if you HAD to guess, when do you think Dreams will be fully released?
this fallSo obviously there's been no word on it yet, but if you HAD to guess, when do you think Dreams will be fully released?
OK, I've been getting the option to vote for Jam creations, at the end of the scene, today. Maybe it was some kind of weird bug I encountered yesterday? (essentially the Jam entries were progressing like in Autosurf)
A look at one of the holes from the mini golf dream I'm making. Got all the mechanics in place, just have to finish making holes. Want to publish it with at least nine, I've got six or seven solid ones atm.
A look at one of the holes from the mini golf dream I'm making. Got all the mechanics in place, just have to finish making holes. Want to publish it with at least nine, I've got six or seven solid ones atm.
A look at one of the holes from the mini golf dream I'm making. Got all the mechanics in place, just have to finish making holes. Want to publish it with at least nine, I've got six or seven solid ones atm.
Thermo for Doors isn't representative for their actual cost in the level, however you are limited to 10 per Scene currently. This is likely to increase in the future.Hey guys, complex technical question here!
So, let's say you want to make a map, and you've got 30 to 40 levels planned.
Now, a door to an other level costs 10% game thermo.. What's the deal with that ??
Is the only way to make a multiple part map ?
Thermo for Doors isn't representative for their actual cost in the level, however you are limited to 10 per Scene currently. This is likely to increase in the future.
You can get past the limit by using variables and having 'spacer' Scenes. For example, you could use one Doorway which can send you to 5 different Scenes. You could have 5 physical exits in the map Scene which activate the same Doorway. Just before the Doorway is activated, the variable should be overwritten with a number, such as 0 to 4 (5 potential values).
The 'spacer' Scene then reads the variable and sends to player to a different Scene, depending on which number was saved. This can happen with logic in a fraction of a second, and it'll just look like a slightly longer loading scene from the player's perspective.
I'm kind of tempted to set up a tech demo Dream with a hub Scene of 40 exits now, however it's going to lead to a massive number of scenes saved in my profile...
Oh nice! What's the hub or audio input you're using?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
In the cave... ?