Cloning fills up the gameplay thermometer. Graphics is filled up by the assets themselves. You can also adjust the flecks asset quality to increase or decrease how quickly the graphics thermo is filled up. The third bar is for music.
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There's a number of techniques to avoid high thermo usage :) When sculpting you might also happen to make your sculpture in a very high detail level, even without meaning to (it can happen when you make something small first, then make it large via stretching or similar), which costs a lot of thermo, but the level of detail can be controlled with another tool, which can help greatly reduce graphics thermo.
There are lots of different limits, but the two that most people will come up against are basically: amount of things & amount of graphics memory. A sculpt is one 'thing' that takes up a certain amount of graphics memory. If you clone it you then have two 'things' without taking up any additional graphics memory.
So it's basically a tradeoff. If you're making a brick wall you have four broad options:
1) Build each brick individually (lots of things, lots of graphics memory)
2) Build one brick and clone it a lot (lots of things, little graphics memory)
3) Build the wall as a single sculpt (few things, lots of graphics memory)
4) Build a small piece of wall and clone it (few things, little graphics memory)
Cloning fills up the gameplay thermometer. Graphics is filled up by the assets themselves. You can also adjust the flecks (Dreams doesn't use pixels) asset quality to increase or decrease how quickly the graphics thermo is filled up. The third bar is for music.
Cloning fills up the gameplay thermometer. Graphics is filled up by the assets themselves. You can also adjust the flecks (Dreams doesn't use pixels) asset quality to increase or decrease how quickly the graphics thermo is filled up. The third bar is for music.
Dreams does render to pixels - the unusual thing is that it doesn't use polygons.
4. The thing which Dreams impresses upon you is how effective cloning can be given that you can clone something but still alter it's size/orientation/position to the point where it's not remotely obvious it's been cloned.
Depends on update process. Seems this one doesn't have to go through cert. given its nature And game.So it's that easy to release a patch huh? Uploading it and pressing publish?
What takes the other developers so long then? 🤔
Time to download.
So it's that easy to release a patch huh? Uploading it and pressing publish?
What takes the other developers so long then? 🤔
Time to download.
Wheres the trophies?Wheres the patch note. That's what I can only do until after work lol
"Max out sassyness on a character" lmaoTrophy list
Dreams Trophies - PS4
Achievements, guides, leaderboards, and discussion forums for Dreamswww.exophase.com
I think Project Genesis is streaming the story mode on Twitch.
I think Project Genesis is streaming the story mode on Twitch.
Oh, my subtitle was chose. So, this is how it feels to be famous? :P
Anyway, great OT. I can't wait to check this game tomorrow and check the new stuff and the Story mode.
And for anyone checking the game for the first time, we should share some recommendations. Personally, I would recommend the Watergardens:
And Little Jumps, by our own member Orioto:
Also, I wish I could be as creative as some of the people in the community to actually create something, but I will settle with only playing their amazing stuff
10.012Go for me (France)For those asking. It's a 7.14gb update. 8 if you're in another region with multiple languages
The reason is simply that the creators haven't finely tuned their controls to feel like those games. There's a creator who created a dog character who can wall jump like Mario (and double jump and swim etc) and all the moves and movement is absolutely pin tight and accurate. Not floaty at all. It's just that many of the creations are using default puppets and controls and they simply aren't as attuned as maybe they should be. But the possibility is absolutely there so don't worry.Question,
I have played some of dreams in the the past few months and enjoyed it but something feels off. I can't tell but no matter what I play, i find it floaty no matter what kind of game. I can't tell if its becasue of the engine, I love the idea to make any game but I find the levels people make never feel right compared to actual games in the genres. Does anyone else feel the same? I notice this escipally in platformers and first person shooters where walking is floaty.