They shall be avenged!
Also a bunch of people look photoshopped in judging by the weird proportions/lighting.
They shall be avenged!
if i had to guess. they could have been interns. the one photo dead center was an intern.
kareem and the one to the right looks shopped in lol and the 2 to his left in green and purple sweaterThey shall be avenged!
Also a bunch of people look photoshopped in judging by the weird proportions/lighting.
RIPif i had to guess. they could have been interns. the one photo dead center was an intern.
kareem and the one to the right looks shopped in lol and the 2 to his left in green and purple sweater
Good point! Just bought some sale PS VR games and don't want to rely on CC on the day. Will top up in advance!
thought it was the 19th also that's the usual Friday release day :pIn what time zone does TUESDAY, the 16th of April, fall on a Friday? o_O
You make it sound as if there was something wrong with the puppet. That thing is incredible, not only does it "just work," it somehow keeps working as you twist it into shapes that barely resemble what it was designed to simulate.
I agree that it's most likely just a massive design challenge to make a quadruped that can withstand this much abuse, but I just can't let you talk this way about my procedural buddy!
Sprout was impressive as a quadruped, yeah. Captain Shadow, while dog-like in nature, was only shown walking on his hind legs.We've seen from sprout and shadow the dog that four legged characters are possible, but maybe not trivial with procedural animation
I hope as they're Mm creations that they let us remix sprout and shadow
Can always make a US account and load it with $30. Make sure to set the address to a state with no tax. Oregon would be best.I asked both MM and PS Latam if the Early Access will be available on MEX and neither answered me. I guess it won't :(
Can always make a US account and load it with $30. Make sure to set the address to a state with no tax. Oregon would be best.
You can change it but as of right now California doesn't charge tax on digital goods.I have one US account, but I think it has a California address. I don't remember if I can change it.
You can change it but as of right now California doesn't charge tax on digital goods.
Yes it does.Damn that's better than the Mario level someone made in Dreams Beta.
Deserves its own thread.
Definitely. I wonder how good a Mario level could be now that Dreams will release its early access version on April 16th, after which, creators will have all the time they need to tweak the different elements.Damn that's better than the Mario level someone made in Dreams Beta.
Deserves its own thread.
Definitely. I wonder how good a Mario level could be now that Dreams will release its early access version on April 16th, after which, creators will have all the time they need to tweak the different elements.
Definitely. I would be even more excited for a Mario 64 remake in Dreams.There is no reason a perfect clone of Mario 1-1 couldn't be done eventually
At least, they won't be limited to a 2 week time-limit to work on it. :PThere is no reason a perfect clone of Mario 1-1 couldn't be done eventually
I want a Paper Mario style game that is not the "okay but not great" Adventure Time game we got last year.Definitely. I would be even more excited for a Mario 64 remake in Dreams.
I had a power flicker today. The Dreams beta has ended for me. :( I never thought it would have lasted this long. Good thing I get back in in 12 days.
Thats amazing!I had a power flicker today. The Dreams beta has ended for me. :( I never thought it would have lasted this long. Good thing I get back in in 12 days.
ok i havent followed too much recently, but is there anything i must do /receive to make sure im part of this early adoption stuff?
From what I know it is just a matter of going to the PS Store and buy it, first come first serve.
I know I'll be pretty nervous about not getting it (missed the beta as well). I'll be hitting F5 on the store page and screaming "It's not there, why is it not there yet?!?".
Can Dreams be shared with another account on the same PS4, or does every account need a licence due to the online profile? It occurred to me I never tried it during the Beta, where my wife and me just used the same account, but we want separate accounts in the full version.
Can Dreams be shared with another account on the same PS4, or does every account need a licence due to the online profile? It occurred to me I never tried it during the Beta, where my wife and me just used the same account, but we want separate accounts in the full version.
I had a power flicker today. The Dreams beta has ended for me. :( I never thought it would have lasted this long. Good thing I get back in in 12 days.
From what I know it is just a matter of going to the PS Store and buy it, first come first serve.
I know I'll be pretty nervous about not getting it (missed the beta as well). I'll be hitting F5 on the store page and screaming "It's not there, why is it not there yet?!?".
Do you mean like crazy early like ~3am? Or do you mean early morning working hours ~9am?
Cheers. I've pretty flexible working hours so was wondering whether to go in that day.
Underrated post.I've been thinking about the floatiness problem for platformers in Dreams, so I've been looking for information about what kind of gravitational acceleration is used in the Mario games, since they're pretty much considered the baseline for satisfying jumping physics. It turns out that the gravity in Mario is insanely powerful. Somebody wrote a short report about the gravity in mainline Mario games, up until Super Paper Mario, which can be found at https://hypertextbook.com/facts/2007/mariogravity.shtml. The author based their research on Mario being 5 foot tall (1.52 metres) and I've snipped out the most relevant data here:
Essentially, what this means is that these Mario games are set on a world with 4.4 to 11 times the gravity of Earth. Dreams, by default, has a gravity of approximately 1g (9.81m/s^2), which I tested by making pendulums in a Dream, a few days after the beta came out. I think the default mannequin is around 1.8m tall also.
What I can conclude from this, is that if you want to make a good (non-realistic) platformer in Dreams, then I recommend turning the gravity way up and make the character's jump sufficiently powerful to compensate.
That's exactly my settings on Dreams: gravity to the max and it was barely enough to have responsive controls. MM should allow even stronger gravity settings.I've been thinking about the floatiness problem for platformers in Dreams, so I've been looking for information about what kind of gravitational acceleration is used in the Mario games, since they're pretty much considered the baseline for satisfying jumping physics. It turns out that the gravity in Mario is insanely powerful. Somebody wrote a short report about the gravity in mainline Mario games, up until Super Paper Mario, which can be found at https://hypertextbook.com/facts/2007/mariogravity.shtml. The author based their research on Mario being 5 foot tall (1.52 metres) and I've snipped out the most relevant data here:
Essentially, what this means is that these Mario games are set on a world with 4.4 to 11 times the gravity of Earth. Dreams, by default, has a gravity of approximately 1g (9.81m/s^2), which I tested by making pendulums in a Dream, a few days after the beta came out. I think the default mannequin is around 1.8m tall also.
What I can conclude from this, is that if you want to make a good (non-realistic) platformer in Dreams, then I recommend turning the gravity way up and make the character's jump sufficiently powerful to compensate.
That's exactly my settings on Dreams: gravity to the max and it was barely enough to have responsive controls. MM should allow even stronger gravity settings.
No. But I'll certainly do that in the early access.
I'd suggest making smaller characters because it'll make gravity feel stronger from the user's perspective. Alternatively you could forgo the use of gravity entirely and utilise movers to simulate gravity yourself. This, however, will require a lot of logic work to setup, plus I don't know how the puppet will react to it, so you may have to keyframe a lot of animations manually (and lose stuff like inverse kinematics).That's exactly my settings on Dreams: gravity to the max and it was barely enough to have responsive controls. MM should allow even stronger gravity settings.