ain’t nobody want to sit for 8 hours with a big fucking goggle helmet on with their elbows in the air
Media Molecule posted their roadmap for the game, including information on upcoming bug fixes and new features both planned and currently in development. Lot of neat stuff coming up.
The Future:
Time Gadget - You can get the current time, the time the session started and you can even feed the time into the sky and sun to get accurate sky and sun depending on the latitude and longitude you set up in the gadget. The current time can be split by a splitter to allow you to look at the year, month, day etc.
Bake Tool - It essentially bakes emitted objects into your scene so that they become a permanent part of your scene. Doesn’t sound all that exciting but it paves the way for all sorts of crazy community seeded creation tools and procedural generation techniques.
Wide Calculator - It adds and multiplies up to 10 inputs.
Pages of new calculator functions - Now including sin,cos,tan,asin, acos, atan, e, ln.,distance between points, angle between vectors, vector length, vector normalise, dot product, dot product normalised, cross product, cross product normalised
Increase the Maximum Number of Variables - This should allow people to have more complicated save games
Well I guess they didn’t forget about it.
https://twitter.com/mediamolecule/status/1238465377652400128
MM is taking applications for creators who want to work with them to figure out how business use cases of stuff made in Dreams should work.
Is there any way to lock movement and only do rotation with the PS Move controllers? Move and Rotate are two different triggers on the DS4 so I can freely do one without affecting the other, but at least the basic way of accomplishing these functions with a Move is grabbing an object and then moving your controller for Move or rotating the controller for Rotate. But when you’re rotating the PS Move controller in the air the game picks up the slight wobbling of your hand and causes the object to slightly move too. I haven’t been able to figure out if there’s a way to restrict which function I’m doing if I need to.
But the PS Move accelerates animation a lot. Wrapping my head around the perspective shifts when trying to move and rotate limbs involves some trial and error on my part as I figure out which way I went to press the stick to get the limb bending the direction I want. And often times there’s funny business involved with the puppet where it won’t bend the way I want it to at all and I have to futz around with the perspective and stick directions to get it working. Doing all of that is way easier on PS Move since initially I can just wiggle my controller around and figure out what directions the limb is responding to, then I can move and rotate limbs with one PS Move and move the screen with the other. It’s a bit funkier on a DS4 since R2 is move and L2 is rotate and both are controlled by both sticks, so if you’re trying to do both together it gets weird. And camera zooming and fixed rotation is done with R1 + the sticks too, so all of that combined is not as easy and natural as with the PS Move.
That said, in some ways the DS4 is more comfortable because I don’t have to worry about holding the controller above my desk so my camera can see it. And I’ll switch back to the DS4 if I want to do just a rotation or just a movement, since as I said earlier I can’t figure out how to do just one of these at a time with a PS Move.
Dreams is the kind of thing for wish there was a place I could read and follow discussions on so I can learn tips and tricks but such a thing is impossible in the post-Twitter and Discord world.
Here are the resources I’ve been using when I need to just look something up:
https://docs.google.com/document/d/1gvFqQl84-kEIO0u3PRTXmXMQDEcnV8kCm80bLNur_7M/mobilebasic
I don’t know if they’ll answer your question or help with your issue though.
Thanks, that document looks particularly useful.
I’m hoping around E3 time we will see E3 Jams where people make convention floors where you can watch trailers and play the hottest demos of the new games announced at E3 2020.
Soft blending looks nasty.
I started a new Dreams project this week that is not terribly ambitious (at least so far) and I hope that means I will be able to finish it within a reasonable time.
One thing I learned for my new game is how to exclude the imp entirely, force-possessing a puppet and disabling the de-possess option. (Both of these settings are found in the “Controller Logic” part of the puppet’s microchip.)
Yeah def. start small. You’ll learn a ton as you go, so if your scope is too big you’ll just be in an endless cycle of fixing things that aren’t up to your new standard.
I got busy this week so haven’t worked on my forklift thing in a while, but I plan to return to it soon and make something out of it.
I’ve made two sections of a brick wall. The first one came out okay, the second one even better. It was a good exercise. I watched a video on YouTube earlier that showed a method on how to make an even better version.
Tomorrow I’m going to make something that isn’t so boring.
Haha, I’m also going to call it on my current project and start something new. I was animating a character and I learned a lot, but I think the attack animations I’d chosen require a bit more finesse than I think I want to worry about right now since I’m still learning the tools. I’m trying to decide between two things to pursue though, both of which would get me learning different things.
One is going down the animation and character logic path with a different character along similar lines but more simple attacks concepts (basically I thought I could just try cloning attack animations from Tokugawa Ieyasu from Sengoku Basara). It’s mostly punches and elbows so I don’t have to worry about animating objects, though there’s some good body rotation in there that could take some work.
The other idea I got after playing some of the light gun games is that I wanna try cloning the light gun based firehose action of Brave Fire Fighters. This would get me some experience trying everything other than designing a playable character. I have to worry less about animating characters and can just make some concept stuff with only environments and effect work.
Browsing elements other people have made in Workshop side of the game is fun. There are a lot of stuff people have made that haven’t been used in games but are pretty decent work. But something I’m learning is that the hornier a character design is, the better it’s likely to be. Check out the hair on this Medusa character!
Edit: Also why does everyone have it out for Wario and The Ice Age Baby?
A couple more creations that I came across recently, both of which are unassuming at first:
I like all the Stanley Parable/Layers of Fear-type design going around. I guess this is a particularly good platform for that type of thing.
I finally got a teleporter working, after longer than it should have taken me to figure that out. I’m also starting to use microchips in my own designs. Some of those boards covered with icons that I found overwhelming when looking at the source of other people’s creations as a complete beginner are starting to make a little more sense now. (Some of them are still overwhelming, though.)
Yeah, I’ve completed all of the tutorials except the Sound and Masterclass courses, and designs are a lot easier to parse now. I like how the courses weave in a lot of different tools into a particular lesson, letting them teach you way more of the toolset than highly specialized courses would allow. Now when I have questions for how to do something I can search for elements that have what I’m looking for and can analyze them to understand how they do it. I’ve actually more been looking at characters than dreams to get a sense of how people are keyframing their animations and also how they layer all the other aspects of an attack, such as forward movement, targeting, hitboxes, and so-on. The forward movement aspect is something a lot of characters are missing, instead having a character swing an arm in place. This means a lot of action games have you stand in an enemy’s face to hit them rather than allowing you to play with space and positioning as much.
I just saw this character this morning and I think there’s a lot to pull from her. She’s got a combo string with forward movement but also a mechanic for timing button presses for bonuses. She’s got auto-targeting for when she’s near an enemy and solid animations to boot. I think I have a lot I can learn off of her.
Very nice Scope Dog from Armored Trooper VOTOMS. It can switch from a walking mode to a driving mode.
This is listed under Character but it’s actually more of a Dream. I’m not a hundred percent sure I understand how the aiming guides are supposed to work but there’s a lot going on here that works well for a real robot based shooter.
An Omega Boost clone.
A cute platformer where you’re trying to look at all the flowers on a mountain. Nice animations, art, and atmosphere.
I remember playing this a while ago and while it doesn’t feel that great right now it’s got a lot of characters with unique animations and it’s a two player versus game, so it’s something whose elements I want to look at later.
A Lemmings/Zack and Wiki type puzzle game where the character automatically walks and you’re activating and moving things with your cursor.
Edit:
Some other characters that have an interesting element or two but vary in their work safeness.
Just a nice rendition. There’s a Hollow Knight one by the same creator out there too.
Nice sword swings and dodge roll.
Good sense of size.
Need to transpose this into another environment to test its flight mechanic.
Next two are cute.
I was messing around with the Paint tool, trying to find the way to best make a fire hose, when I started googling and found this tutorial on making stretching physics on paint flecks. This looks incredibly powerful. If you’re skimming the examples of its affects are at the beginning and at the end.
Sometimes the weird stuff makes it into Trending.
Trying to figure out a good fire hose water effect. Painting looks like the best way to get the combination of flow and volume, but I haven’t made something that works as the controlled shot of a firehose. These look a bit more like fire in a lot of ways, but that light blue one might be on the right track. I can’t get the opacity right though, and I can’t find a way to stretch and adjust the shape of the paint structure after it’s been drawn. not sure if I’m missing something.
Are you just using the paint smear or are you applying it to a solid? I’d try making an extendable hose sculpt and putting the paint effect on that, then animating the sculpt to shoot outward from a base point.
Actually, I saw a video yesterday about how to make a lightning bolt effect that seems like it could apply in principle to making a stream of water like from a fire hose but now I can’t find it.
I found it:
The bit I was talking about starts at 5:00.
Yeah, this is probably a better idea to start with. I was trying to figure out how to make the water look and thought I’d figure out the actual implementation later, but making a base sculpt first is probably better since it should probably have better transformations and possible be easier to work with in terms of actual game design. I can surface snap the painting and make the sculpt invisible too if need be. Thanks.