I think you're on the right track. The deceleration needs to be higher to stop them drifting. Could be wrong.
Ah, that does make some sense. Hopefully that's the fix. Thanks!
I think you're on the right track. The deceleration needs to be higher to stop them drifting. Could be wrong.
I need some help. I finally made my non-bidepal waddling character into a puppet. He waddles almost perfectly! I used the dynamic puppet as the base and placed my character on it. The issue I'm now having is that when I push forward the character moves as it should, but when I let off the thumbstick the character slides about five feet before finally stopping. I thought it might have to do with the Deceleration setting of the puppet, but moving it down to 0 did nothing. Any ideas here?
I've been hitting up the community jam voting to try and get your hippo, but alas all I got was trash. There is so much spam there its disappointing.I forgot to post this here the place I actually post most of my internet posting, but this ended up being my entry for the Love community jam last week.
Thanks for the kind comments on the wip character from you guys because they definitely helped motivate me after I hit that darned wall of doubt. Unfortunately the scene wasn't as extensive as I originally planned and didn't have all of the cool camera stuff I was planning but I'm still happy with my efforts.
I'm still planning to release the character and van as remixable but I'm kind of waiting for all of this PDP asset reposting/repackaging shenanigans is over. At least it gives me time to polish off some extra animations.
I Liked and Subscribed. You gotta check out the Opposite Day series, if you haven't already. It's a much more ambitious and interesting take on The Stanley Parable.
i would go all the way to the bottom to the recently played and add those games to a collection.I've been adding games to the "play later" qeue, but after I played them, and I come back later, they've disappeared down the list. Is there a way to make "best of" playlists for showing off to friends later, or replaying?
Agreed with all of this....MM should certainly produce more content with the engine. Hell they should have basically launched a full game within Dreams, but because they are a small team, I guess it just wasn't enough man power. Little Big Planet 3D would be very cool for a PS5 edition.I've spent a lot of time with Dreams since it was released. I wasn't part of early access so everything was new to me when i bought the game at release. I played the campaign, checked out a few of the highest rated games but spent most of my time in the audio-visual and showcase category. I didn't create anything myself. According to my stats, i spent more than 50 hours on Dreams already but that does seem a tad too high (i wonder if the in game tracker is accurate).
In short, i had a lot of fun with Dreams so far. In many ways, it exceeded my expectations. I'm amazed at some of the audio visual creations that have been made with the engine. Granted, you have to do a bit of searching to find the more interesting things but the best way to do this is to follow your favourite creators (i have about 45 at the moment) and check out the things they follow/thumb up.
That being said, there are a few things to note. Maybe it's because i haven't played enough games yet, but at this point i'm not sure if i would recommend Dreams to someone who is only interested in playing games. The campaign is very short and the best user created games are mostly concepts or nicely realised but short demos, amongst a sea of rip-offs of questionable quality. Since it takes a lot more time to do a game than an audio-visual/music/painting piece, i assume the quality will get even better in the future.
Also, while i feel Dreams released at a good time, without any big games releasing at the same time, i'm rather surprised at how few votes some of the best creations are getting. I assume this didn't sell all that well? A proper game from Media Molecule with a likeable and memorable cast of characters (see LBP) would most probably have helped boosting those initial sales. Luckily for Media Molecule, they have a few new opportunities soon with VR and the launch of PS5.
There is also, as already discussed in this thread, the issue of good creations being drowned in a pool of mediocre to bad rip-offs of existing IP's. But that is an issue that comes with every creation tool, i guess. The trending tab is swamped with it. Meanwhile, original and good quality content is being overlooked and ignored. While many creators doing these quick rip-offs will probably dissapear once new games come out, it will most probably also result in good creators making original content leaving due to lack of feedback and the frustration of seeing all these quickly made games based on existing franchises doing so well. Also, i'm not saying every user created content inspired by an existing IP is bad.
It's going to be interesting to see how Dreams evolves, with VR and the PS5 release. I feel it does need more content made by Media Molecule (a re-imagining of LBP for example would probably be popular, maybe this time in 3D). But i'm having a lot of fun with Dreams right now and will keep checking out new content regularly if good content keeps on being released. It's going to be fascinating to see how this thing grows now that the game is out there and Media Molecule can focus on improving it and providing some content themselves. But yes, i'm glad i've bought it, despite the reservations i had.
I'm loving Dreams but I really wish it had a favourite button so there was a convenient way to access dreams you want to play again. The follow creation button doesn't really fit, because then you end up getting a ton of notifications and it's all lumped together with followed creators, and adding dreams to a collection is just unnecessarily cumbersome. It seems like a pretty basic feature the game should have and I'm kind of surprised it's not there.
This feels like a stretch but maybe some of you know of a good starting point or tutorial or something...
Basically I need to create a lock-on aiming system that is automatic (nearest enemy threat gets targeted (green square sticks to enemy) until you either look In a different direction, back up out of range, or you destroy them)
My character is always facing the cameras direction. The lock-on needs to be line of sight based (70 degree cone of vision maybe so it doesn't target enemies out of sight) And proximity based. And most importantly. It needs to direct all weapons fire at that locked on target, regardless of whether my guns are perfectly in line with them (the bullet emitter "looks_at" the enemy maybe?)
Almost like a reverse automated gun turret I guess?
The logic stuff is a nightmare for me and any sort of starting point would be great.
This feels like a stretch but maybe some of you know of a good starting point or tutorial or something...
Basically I need to create a lock-on aiming system that is automatic (nearest enemy threat gets targeted (green square sticks to enemy) until you either look In a different direction, back up out of range, or you destroy them)
My character is always facing the cameras direction. The lock-on needs to be line of sight based (70 degree cone of vision maybe so it doesn't target enemies out of sight) And proximity based. And most importantly. It needs to direct all weapons fire at that locked on target, regardless of whether my guns are perfectly in line with them (the bullet emitter "looks_at" the enemy maybe?)
Almost like a reverse automated gun turret I guess?
The logic stuff is a nightmare for me and any sort of starting point would be great.
Might be underthinking this one, but you might be able to just use a follower gadget on the ball and have it point to a tag that is placed in the centre of the planet.I tried creating a super mario galaxy type thing, just a mass in "space" that can be walked all over. Since I didn't have enough time to drill into a puppet, I just tried basically with a controlled ball. With global disabling of gravity and an array of cloned force push gadgets I got close to total stickiness, but it was still wonky in control and movement.
Good post! I just posted as well lol. Very fun game!skateboarding game is out.
Animal Pro Skater
Grab a Skateboard and have fun! "REMASTER" Update - Gameplay got remade entirely - Character and Skateboard Creator - 3 Stages - Free Skate, Highscore and Challenge mode - Photo Modeindreams.me
Should be fairly easy. The targeting itself can be handled by a look-at rotator with a little extra logic to tell it when to engage ( could be as simple as having a cone-shaped triggerzone detect the enemy which activates the rotator)
I think this method should work:
- Stick a tag on the enemy and name it something like 'enemy'
- Have the gun use a look-at rotator to target the 'enemy' tag. It should automatically target the nearest 'enemy' tag now.
- Now you only want to turn the 'enemy' tag on when it is the within your line of sight, otherwise your gun might point to enemies that are behind you if they happen to be closer.
- To do this you could use a trigger zone attached to your player character combined with another 'Line of sight' tag attached to the enemy. Have the trigger zone try and detect the 'line of sight' tag. The 'line of sight' tag knows when it is being detected, and so you can use that output to power on the other, 'enemy' tag.
This should make it automatically target the nearest enemy that is also within your line of sight.
It will always point at the closest tagthanks guys, i'll give this a go tonight. would the general "enemy" tag work across multiple enemies close together in an area? and would it lock onto the nearest? or would the system be confused and lock onto whichever enemy it felt like locking onto since they all share the same tag? i would ideally want a system that allows me to just stick a little bit of logic to any new enemy i make and it work, but i assume that's maybe wishful thinking? lol
also @ pikelet, would i be able to add the look-at rotator to the "cockpit" of my mech? so that his entire "head" (including the fixed side mounted machine guns) turns to face each enemy as it locks on?...but also have the bullet emitters themselves look-at the locked on enemy so the gunfire converges from both machine guns when fired?
it sounds like that would work in my head, but i'll have a play after work.
thanks again.
No worries!also @ pikelet, would i be able to add the look-at rotator to the "cockpit" of my mech? so that his entire "head" (including the fixed side mounted machine guns) turns to face each enemy as it locks on?...but also have the bullet emitters themselves look-at the locked on enemy so the gunfire converges from both machine guns when fired?
it sounds like that would work in my head, but i'll have a play after work.
thanks again.
Make sure you are using the 'local' joystick output so that it is independent of the camera, and make sure you use a splitter so that you can extract just the x values (aka left to right movement) of the joystick before you plug it in to a rotator.How do you give a puppet tank controls? I'm trying to make it so that pushing left or right will just rotate the player while standing still, not actually move them. I can make it so forward and back just go forward and back, but can't see how to get the turning to work. I thought it would be as simple as putting a rotator on the puppet microchip and attaching it to the controller sensor but nope.
Might be underthinking this one, but you might be able to just use a follower gadget on the ball and have it point to a tag that is placed in the centre of the planet.
im not at my ps4 but is this remixable?
A Little Place In Outer Space
Warning: This level will be difficult for players susceptible to motion sickness.<br><br>🏠 A home in the expanse<br>🌌 Alone in the galaxy<br>🛋️ Warmth and comfort<br>🌏 Beauty of nature<br>❤️ I hope you'll come visit again soon.indreams.meA Little Place <br>In Outer Space
Warning: This level will be difficult for players susceptible to motion sickness.<br><br>🏠 A home in the expanse<br>🌌 Alone in the galaxy<br>🛋️ Warmth and comfort<br>🌏 Beauty of nature<br>❤️ I hope you'll come visit again soon.indreams.me
No worries!
I would probably bolt the upper and lower part of the mech so that you can define how the mech moves. Then when you chuck a look at rotator on the entire upper section it should rotate to face the enemy tag. You can definitely also do the same method for the guns themselves to have them rotate independently of the body.
Make sure you are using the 'local' joystick output so that it is independent of the camera, and make sure you use a splitter so that you can extract just the x values (aka left to right movement) of the joystick before you plug it in to a rotator.
I made a quick prototype mech so you can see how it works:Ok. So I tried this stuff. And it feels like it should work but it isn't. My mechs "head" is just going floppy whenever it comes into proximity to detect the "enemy" tag. Lol. I know the mech can look at a target how I want it to because it keeps looking at my imp when I float it in front of the mech during editing... But I just can't seem to get it to want to look at an enemy. It's so frustrating. Lol.
Sometimes after vrAnyone know when online is coming? Has MM said?
Anyone know how to get a good looking "clay" effect for the world?
I made a quick prototype mech so you can see how it works:
I used strings to get the guns to move independently, but you'd be able to get a cooler effect by combining a few bolts so that it moves more mechanically.
If the mech's head is flopping off I suspect it might have something to do with the bolts. Make sure the parent and child bolts are correct: you want the lower mech to be parent of the upper mech, and the upper mech to be parents of the gun arms.