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Vince Kully
United States
เข้าร่วมเมื่อ 9 ม.ค. 2018
Instant Target Lock-On (with switching!) | Dreams PS4 PS5
Many popular 3rd-person games that involve combat, often have a target lock-on system.
From the Legend of Zelda to Elden ring, these systems allow the player to accurately hit the enemies they wish to hit without having to manually aim their attacks.
When it comes to Dreams on the PS5 or the PS4, there aren't any out-of-the-box solutions available to instantly add this to our games, until now.
I've created a targeting system that is simple to add to any game. And when I say simple, I mean it. Just drop the chips in, and you're good to go.
Not only will I be showing you how to add this to your game in this video, but I'll also go over how it's made in detail.
Whether you're interested in the behind-the-scenes action or just want to implement it in your own game, this video is for you.
I've added time stamps in the description below in case you're only interested in a certain part, but otherwise, grab a drink and a snack, sit back, and enjoy the video.
System element: indreams.me/element/opehFRsAPpQ
Example scene: indreams.me/scene/dwKxzDFwnxo
0:00 Intro
00:56 How to add to your game
9:54 Locking on to one target
14:53 Make character face the target
20:19 Setting bounds for the target system
23:44 Failsafe conditions for resetting the system
27:14 Overview of how target-switching works
38:32 Explanation of cross-product
40:00 Implementing the cross-product
42:09 Adding the "switching" state controls
48:43 Adding the ability to switch left or right
56:20 Result
57:37 Adding the camera pointer
58:21 Final thoughts
Music from:
TUNIC (Original Game Soundtrack)
Music by Lifeformed and Janice Kwan.
Available at lifeformed.bandcamp.com/album/tunic
Hackmud (Original Game Soundtrack)
Music by Lena Raine.
Available at radicaldreamland.bandcamp.com/album/hackmud-ost-vol-1-lena-raine
---
Twitch- www.twitch.tv/vincekully
My indreams profile: indreams.me/VinceKully
---
Thirsty for more Dreams-related knowledge?
Check out these amazing channels:
Meanlad - th-cam.com/video/mMD8SsYz13g/w-d-xo.html
JimmyJules153 - th-cam.com/users/julianmarshall153
TAPGiles - th-cam.com/channels/QEo4yuE81lk-ma2leFHcNg.html
Aecert - th-cam.com/channels/kUqZ8H9nUeDWih2Mps_uHw.html
NeonTheCoder - th-cam.com/users/NeOnThEcOdEr
LucidStew - th-cam.com/channels/qV3tN3k7n09j9hRpmlK0mQ.html
Sakku's Mind - th-cam.com/channels/ZAFGmP34Z7NHup_bdYuCBQ.html
Intrattackout - th-cam.com/channels/eZWaTDtqlQD3TuZCoecq1w.html
LadyLexUK - th-cam.com/channels/NuinTclsgr-gg5diqLEbUg.html
From the Legend of Zelda to Elden ring, these systems allow the player to accurately hit the enemies they wish to hit without having to manually aim their attacks.
When it comes to Dreams on the PS5 or the PS4, there aren't any out-of-the-box solutions available to instantly add this to our games, until now.
I've created a targeting system that is simple to add to any game. And when I say simple, I mean it. Just drop the chips in, and you're good to go.
Not only will I be showing you how to add this to your game in this video, but I'll also go over how it's made in detail.
Whether you're interested in the behind-the-scenes action or just want to implement it in your own game, this video is for you.
I've added time stamps in the description below in case you're only interested in a certain part, but otherwise, grab a drink and a snack, sit back, and enjoy the video.
System element: indreams.me/element/opehFRsAPpQ
Example scene: indreams.me/scene/dwKxzDFwnxo
0:00 Intro
00:56 How to add to your game
9:54 Locking on to one target
14:53 Make character face the target
20:19 Setting bounds for the target system
23:44 Failsafe conditions for resetting the system
27:14 Overview of how target-switching works
38:32 Explanation of cross-product
40:00 Implementing the cross-product
42:09 Adding the "switching" state controls
48:43 Adding the ability to switch left or right
56:20 Result
57:37 Adding the camera pointer
58:21 Final thoughts
Music from:
TUNIC (Original Game Soundtrack)
Music by Lifeformed and Janice Kwan.
Available at lifeformed.bandcamp.com/album/tunic
Hackmud (Original Game Soundtrack)
Music by Lena Raine.
Available at radicaldreamland.bandcamp.com/album/hackmud-ost-vol-1-lena-raine
---
Twitch- www.twitch.tv/vincekully
My indreams profile: indreams.me/VinceKully
---
Thirsty for more Dreams-related knowledge?
Check out these amazing channels:
Meanlad - th-cam.com/video/mMD8SsYz13g/w-d-xo.html
JimmyJules153 - th-cam.com/users/julianmarshall153
TAPGiles - th-cam.com/channels/QEo4yuE81lk-ma2leFHcNg.html
Aecert - th-cam.com/channels/kUqZ8H9nUeDWih2Mps_uHw.html
NeonTheCoder - th-cam.com/users/NeOnThEcOdEr
LucidStew - th-cam.com/channels/qV3tN3k7n09j9hRpmlK0mQ.html
Sakku's Mind - th-cam.com/channels/ZAFGmP34Z7NHup_bdYuCBQ.html
Intrattackout - th-cam.com/channels/eZWaTDtqlQD3TuZCoecq1w.html
LadyLexUK - th-cam.com/channels/NuinTclsgr-gg5diqLEbUg.html
มุมมอง: 1 145
วีดีโอ
Creating the Perfect Theme Song for Trip's Voyage (feat. Ghostfruit64) | Dreams PS4 PS5
มุมมอง 1.6K2 ปีที่แล้ว
Hello all! In this Dreams PS4 & PS5 video, I show how Ghostfruit64 and I collaborated on a song that ended up being made into the theme song for Trip's Voyage! Please let me know if you found this video useful! The song is titled The Voyage for Golden Anchors, and can be found in Dreams here: indreams.me/element/ouUQnGuMrNa 00:00 Intro 00:34 Trailer 2:24 Instrumentation Choices 3:30 Recording 4...
Slide Puzzle Tutorial | Dreams PS4 PS5
มุมมอง 4622 ปีที่แล้ว
In this easy Dreams tutorial, I show how to set up a system for creating slide puzzles! This system is very versatile and can be used to set up many different types of puzzles. Check out the elements and the scene in the collection I've created: indreams.me/collection/cswQLucedbQ How will you use this in your Dreams? 00:00 Intro 00:56 Making the base sculpt 2:00 Creating the cursor 8:00 Keeping...
Have you played Thump yet? | Dreams Music Game PS4 PS5
มุมมอง 2262 ปีที่แล้ว
Go play Thump!: indreams.me/dream/mqAbukDkiUV I worked on this music game in Dreams with Wothcloth aka Dak who also makes Dreams-related videos. Check out his channel here: th-cam.com/users/dakota182 Game description: Score-chasing musical visualizer. Collect coins and avoid hazards. Song intensity and progression grow as you get further. Score higher to hear the music unfold! Inspired by kedna...
Adding a Compass To Your Games | Dreams Tutorial PS4 PS5
มุมมอง 5943 ปีที่แล้ว
In this easy Dreams tutorial, I show how to set up compass that points in the direction you're facing. How will you use this in your Dreams? Twitch- www.twitch.tv/vincekully Element - indreams.me/element/ofayVXsVMTS 00:00 intro 0:38 How to move text across the screen 5:16 Using the camera facing direction 10:01 Using the puppet's facing direction 11:14 Adding options 12:45 outro My indreams pro...
How to add a shield block mechanic with stamina | Dreams Tutorial PS4 PS5
มุมมอง 7663 ปีที่แล้ว
In this easy Dreams tutorial, I show how to set up a shield block mechanic with recharging energy. How will you use this in your Dreams? Public scene - indreams.me/scene/dERUEshffPm Twitch- www.twitch.tv/vincekully My indreams profile: indreams.me/VinceKully Thirsty for more Dreams-related knowledge? Check out these amazing channels: Meanlad - th-cam.com/video/mMD8SsYz13g/w-d-xo.html JimmyJules...
Quick Bytes: New Teleporter Ordering | Dreams Tutorial PS4 PS5
มุมมอง 4713 ปีที่แล้ว
In this easy Dreams tutorial, I quickly show how the new teleporter ordering works and why it's useful. How will you use this in your Dreams? Twitch- www.twitch.tv/vincekully My indreams profile: indreams.me/VinceKully Thirsty for more Dreams-related knowledge? Check out these amazing channels: Meanlad - th-cam.com/video/mMD8SsYz13g/w-d-xo.html JimmyJules153 - th-cam.com/users/julianmarshall153...
Play Music in Dreams with a Midi Instrument! | Tutorial Dreams PS4 PS5
มุมมอง 2K3 ปีที่แล้ว
In this Dreams related tutorial, I'll show you how to set up midi2osc on your own computer so that you can play music in Dreams with a midi instrument! Link to midi2osc: github.com/mmalex/midi2osc If you have anything else you'd like to see a tutorial on, let me know in the comments below! My indreams profile: indreams.me/VinceKully View my latest Dream, Interpolation: indreams.me/dream/muHuctt...
Adding a Block Push Mechanic | Dreams PS4 PS5 Tutorial
มุมมอง 8103 ปีที่แล้ว
In this easy Dreams tutorial, I show how to set up an easy and convincing block push mechanic! How will you use this in your Dreams? Twitch- www.twitch.tv/vincekully Public scene - indreams.me/scene/dCMUkeqxYNS 00:00 Intro 00:24 Setting up the block 3:56 Conditions 10:43 Polish My indreams profile: indreams.me/VinceKully Thirsty for more Dreams-related knowledge? Check out these amazing channel...
Grapple Swing Tutorial | Dreams PS4 PS5
มุมมอง 3.1K3 ปีที่แล้ว
In this easy Dreams tutorial, I show how to set up grapple web swing for your character. Just like Spiderman! How will you use this in your Dreams? Twitch- www.twitch.tv/vincekully Playable grapple scene - indreams.me/scene/duNatWSCTyM 0:00 Intro 0:37 Set up player 2:56 Grapple rig set up 9:30 Visual Help 12:13 I'm live right now! 12:30 Additional options 14:34 Releasing as public 15:20 Thank y...
Rope Swing Tutorial for Dreams PS4 and PS5
มุมมอง 9393 ปีที่แล้ว
In this easy Dreams tutorial, I show how to set up rope swing for your character. How will you use this in your Dreams? Twitch- www.twitch.tv/vincekully Made In Dreams Podcast - th-cam.com/video/OFEwKME2tzg/w-d-xo.html 0:00 Intro 0:34 Set up player 3:15 Rope swing rig setup 12:25 Quick announcement 13:43 Getting on and off the rope 21:39 Optimizing 22:33 Setting different swing directions 29:05...
Radial Menus | Dreams Tutorial PS4 PS5
มุมมอง 1.3K3 ปีที่แล้ว
In this easy Dreams tutorial, I quickly show how to set up a customizable radial menu that you can add into your game! If you've ever played Ratchet and Clank, or DOOM, you'll recognize this bad boy! How will you use this in your Dreams? Twitch- www.twitch.tv/vincekully Radial Menu Logic Element - indreams.me/element/oqhTzLbQnyF Radial Menu Example (in game) - indreams.me/scene/dWrYMCdbcJM 0:00...
Quick Bytes: Health Pop-Ups | Dreams Tutorial PS4 PS5
มุมมอง 2773 ปีที่แล้ว
In this easy Quick Bytes Dreams tutorial, I quickly show how to set up a system to show pop-ups when gaining or losing health. Health gain/loss monitor chip: indreams.me/element/oQwSSzHQZwL The remixable scene: indreams.me/scene/dTZLDrAmecg How will you use this in your Dreams? My indreams profile: indreams.me/VinceKully Play my latest dream, Arcade Owner Simulator: indreams.me/dream/mdFsKeSiNc...
Pausing Time Effect | Dreams Tutorial PS4 PS5
มุมมอง 1.7K3 ปีที่แล้ว
In this easy Dreams tutorial, I quickly show how to set up a system to pause time and physics. This could be used to create effects, a "photo mode", or simply to pause a game that involves physics. How will you use this in your Dreams? My indreams profile: indreams.me/VinceKully Play my latest dream, Arcade Owner Simulator: indreams.me/dream/mdFsKeSiNcg Thirsty for more Dreams-related knowledge...
Music Controller Shortcuts | Dreams Tutorial PS4 PS5
มุมมอง 5303 ปีที่แล้ว
In this Dreams tutorial, I've compiled all of the music-related controller shortcuts into one place. Leave a comment if you have any other tips! Viewer submitted shortcuts: * Hold L1 and click R1 to quickly zoom to an instrument/window * To use keyframes, you must exit audio mode 00:00 intro 00:38 setting trim 1:20 recording 1:43 switch views 2:13 freehand draw 3:23 adjust draw length 3:45 sele...
Doppler Effect | Dreams Tutorial PS4 PS5
มุมมอง 6283 ปีที่แล้ว
Doppler Effect | Dreams Tutorial PS4 PS5
Charged Attacks | Dreams Tutorial (PS4, PS5)
มุมมอง 9563 ปีที่แล้ว
Charged Attacks | Dreams Tutorial (PS4, PS5)
Puzzle Game Pieces: Node-Based Movement
มุมมอง 9053 ปีที่แล้ว
Puzzle Game Pieces: Node-Based Movement
Boss Battle Music Jam Entry: The Electric Queen
มุมมอง 2993 ปีที่แล้ว
Boss Battle Music Jam Entry: The Electric Queen
Jetpack Hover Techniques | Dreams PS4 and PS5 Tutorial
มุมมอง 1.8K3 ปีที่แล้ว
Jetpack Hover Techniques | Dreams PS4 and PS5 Tutorial
Sliding Block Puzzle Tutorial | Dreams PS4
มุมมอง 6113 ปีที่แล้ว
Sliding Block Puzzle Tutorial | Dreams PS4
Musical Chords 101 | Dreams PS4 Tutorial
มุมมอง 2.1K4 ปีที่แล้ว
Musical Chords 101 | Dreams PS4 Tutorial
Tactics Movement System | Dreams PS4 Tutorial
มุมมอง 1.6K4 ปีที่แล้ว
Tactics Movement System | Dreams PS4 Tutorial
Invisible Wall Indicators | Dreams PS4 Tutorial
มุมมอง 8594 ปีที่แล้ว
Invisible Wall Indicators | Dreams PS4 Tutorial
I followed everything to a T however I wasn't able to get some things working properly such as the ball damaging the puppet, along with the shield energy meter going down.
@@nightfall2681 as far as I know nothing has changed, so I’m sure you can figure it out! Work that noodle 👌🏻 😊
@@VinceKully I will try to figure out the problem, one of the issues is if I find the scene that you uploaded, then stamp it into the project so I could make sure that everything is wired and set correctly. For some reason it'll block the input for the variable modifier. That being said I won't be able to use a physical reference. I'll have to be extra vigilant to try to figure it out.
@@VinceKullyI was finally able to get it to work this time around, however I had to use the microchip from the scene that you made. I made sure to be extra vigilant when trying on my own, I even followed exactly what the microchip had shown however, for some reason it just wasn't working properly. I mean, everything was working fine except the shield energy fill meter just wouldn't drain.
Using this method, with a small difference such as a point and click system sort of speak. Would it be possible to make a chess game with actual puppets that move to the square when selected? Preferably with a defualt movement pattern that could be cycled through depending on how the pieces move, along with changing the length say if you wanted the rook to move halfway accross the board.
@@nightfall2681 I don’t see why not! You got this
I don't have PC, but I wanted to try it from PC Emulator on Android(because it's a simple app) , BUT that Winlator is not supporting MIDI 😭
Hi Vince Kully are you still messing around with dreams ? i found a way to get even better latency with midiosc if you get a extra usb network port and share the connection with your primary network port on your motherboard you can connect the ps4/ps5 directly to your pc or laptop using the usb network port and skip your router as the middle man and have a direct connection between the playstation and pc or mac as if you where using actual midi cables this method also works for RemotePlay if people where wondering 👍
nice, very cool! I'm still messing around with Dreams, but much less these days
@@VinceKully dreams is very cool you can do a lot with it compared to the mtv generator/music series on the ps1 and ps2 wish i had midi2osc back then i just use dreams as a external synth with ableton loopmidi and midi2osc and use my capture card as a audio input for the sound to come in ableton hope media molecule makes a dedicated daw for the ps5 as someone who bought dreams solely for the music production side starting a project from scratch and navigating menus is to many steps for me other then that dreams is awesome
Hello, I'm new to Dreams so I'm still learning the bells and whistles. This clock sytem was a very informative video in terms of making a FNAF horror type game to where the player could see what time it is in the game. I do have a few questions though. First question, If I were to make a FNAF type game, how would I make a level complete system (when you complete a nightshift?) Second question, how would I make a level advance system (moving onto the next night shift?) Third question, how exactly would I implement a power draw system to where there's limited power and the more things you use at once the quicker the power level gets reduced? Fourth question, if I were to add a twist to make it a bit more challenging (a generator system for example) you could only have so many things on at once, but if you were to draw additional power (similar to a saftey feature on a generator) the power would shut off until you manually turned it back on? Fifth question, if I were to have the foe puppets follow a path, how would I make it so when they were to advance, you could could actually see them on camera? Sixth and final question, how exactly would I make a functional CCTV system to where you could switch in between serval cameras? I'm not very good at making models in Dreams, however I don't want to rely on everything being made by other people, I at least want to make some things myself. Also, is it possible that you could expain in a step by step detail as I'm not the best in following directions? I'm not trying to be demanding and I apologize if this is too much.
Underrated
How would i be able to make a character like in the old old game D.R.O.D.?
I am not familiar with that game
I made this. I have no control of the character. It slides like its on ice.
Detect when the player is not moving AND when the button is pressed. Have that trigger a change in your logic that sets your player to “moving” and update the coordinates for your follower appropriately. Ensure the tag is not part of the player.
Thank you for your help!! It saved my game haha
Thanks for cutting out the most important part 👍🏻
lol which part?
@@VinceKullyYou skipped several steps around 6:44. Thankfully you only wasted that much of my time
@@ScoobyMfDew I'm not sure what you're thinking I skipped at 6:44 ... Doesn't seem like I skipped anything
Random Dreams User 2,745,999 presents... XCOM3. The first XCOM game made using nothing but lots and LOTS of balls. Take care of them, you only get 2.
Friend, your videos have been very helpful to me, could you make a tutorial on how to change weapons in Dreams, as well as in Street of Duty where you pick them up from the ground and replace them with the one you currently have? . It would help me a lot, I beg you please!!! 🥺🥺🥺
I believe Meanlad has a tutorial on how to do such a thing. I will most likely not be making a tutorial on that, sorry!
Great vid
Thanks!
What if it's 2 players with 2 controllers
Idk, I’ve never tried.
@VinceKully I ended up doing a button that depossess both players and activates a timeline that has 2 keyframes 1 turning off auto possession on both players and the one right after switching player 1 and player 2 on important properties for the controller sensor
Do the slow mo
no u!
Thank you update
Helps so much with my spiderman game i am working on thank you so much quick question how do you make it so you have to be in a certain range of that object for it to grapple
Is there a way to just make the default string visible?
there is not
Hey man, I dunno if u still answer questions on this but I have one. I love this logic and it works so well and so easily. The one issue I have is that while locked on my dodge roll will only roll towards the enemy. I’m pretty sure this is because the lock on forces my character to face the enemy and my dodge direction is only in the direction I’m facing. Thing is I dunno how to fix this. If u have any simple work around I would really appreciate any advice. Thanks for the sick content man!
Yo! Yeah that sounds like you'll need to change the dodge roll to roll in the direction based on the player's movement and/or stick input at time of dodge roll activation/button press. You can get the direction of movement from the movement sensor, or you can get the direction of the stick from the controller sensor and use that. Are you using a mover for the dodge roll?
@@VinceKully cheers! Yeah just the basic mover, would the advanced one work better?
The plain mover would probably work best due to its Direction of Movement input
Example solution (I haven't tested, YMMV): 1. Split the left stick local, and plug into a 3-number combiner (left stick x -> x, 0 -> y, left stick y -> z) 2. Plug the 3-number fatwire into the mover's Direction of Movement input 3. Set the mover to use local space 4. Place the mover in a timeline set to play once mode 5. Power the timeline when the player presses the assigned dodge button *and* the left stick is being pushed past some threshold
@@VinceKully I’m not understanding that first bit, when I run the left stick local through a splitter it has a fat wire type (glowing) and then x and y which are both 0.0. I don’t know what to plug into where from here with the combiner. I have set the combiner to 3 numbers but tbh I have no experience with these particular gadgets
I just started dreams and want to make some music. Thank you for the tutorial. Looking forward to see more of you 😊
Dude you are a legend I’ve wanted this since the day I got Dreams. Thank you!!
Im sorry but how do i stop an object from moving at a position icant figure it out
give the follower the position, set strength and damping to 100%
Thanks man, I think this will be very useful for my project.
Did anyone just hear my brain sizzle a bit? Lol great work! Such a great tutorial! There is one critique about it but is a strong knit pick. Some sections of this video (which I understand is already a lengthy video) was kinda rushed through and kinda hard to follow. Especially when you use phrases like “this goes to this thing”. Other than that this was great and I’m sure anyone can figure out what you did by following along gadget by gadget. This lock on system I am sure will help many Dreams creations so I applaud you greatly! I just wish we got more updates on where Dreams is at in terms of multiplayer, a PS5 update that increases thermo and visual fidelity. Also would be nice if vr 2 was compatible. It feels like MM is dragging their feet with this one. Kinda concerns me about the future of Dreams.
Thanks for the feedback. Editing a long video can be tough lol
Brilliant stuff, I built it along your video and learned so much. Will never release and continue to give you full credit though, it was all about the learning experience for me. I noticed that when implemented in gameplay, if they die there isn't an automatic switch so the player stays locked to the empty position. Reset state at no health worked but if two died from the same attack it sort of locked to the one that didn't get to reset. Doing the reset and powering off the chip seems to have solved it completely
I'm glad this was helpful! You may want to check the actual element too, because I believe there may be a couple things in there that I added after I recorded the video w/ respect to edge cases like that. Good to know though, thanks!
@@VinceKully I'll have to compare the element, i tested it in the demo scene when I thought I simply messed up but it happened there too. Either way I learned a lot this and i now have access to a great target lock that I wouldn't come close to achieving on my own so really thankful.
Woooooiw that is a lot. If it works, then it's worth. Thanks doc for taking the time in helping others. May you be bless
Love this
Great video it was really helpful
Aye a new Vince Kully video, always dropping the best dreams tutorials 🔥
Third person games in dreams are forever changed 🙏🏻
A gift from the gods
From a project I'm helping on, what they do for naming is to put an icon at the start and then normal text. So then the icon is still clear, and used for sorting names, but short enough it's easy to see what the *actual* name is. For example, <uitarget> Power, <uitarget> State. Might not be best for a universal thing like this, but just a tip for creators. Wasn't sure what the "state" variable was for at the time. My guess was that it was simple "lock-on on/off." In which case... - Hold: wire the button direct into the value of a single var-mod, and set the var-mod to "continuous." This way the state is always "is the button pressed." - Toggle: the same as above, but through the toggling sig-manip and then into a var-mod. - Toggle with selector: wire the button into "next" instead of "active port" and it'll toggle anyway ;p - Hold/Toggle setting: you could even have the sig-manip in place with the default settings, then have a switch to power a keyframe that sets it to toggle mode. Then it's easily customisable for users. The way I like to do reusable logic is to just have inputs/outputs for the user to trigger however they wish. So for activating the lock-on, I'd have an input on the chip, which they can link from anywhere they want to and any button they want to without needing to open the chip and learn what's going on. And make their own logic for toggling vs holding or whatever else. Could you use a follower/look-at instead, for getting the player's position? Would save a load of gadgets and such? Something to be careful of with "invert"... it subtracts the value from 1. Not from 0. Because it's designed for percentage signals really--just like the NOT gate. So 1 -> 0, 0.2 -> 0.8, 2 -> -1. Which will probably make for some buggy behaviour in selection at some point. To find the closest, you could use just a 0-follower on the player. The closest named tag will send a signal. Instead of using variables for the current target, it could just power a "current target" tag, and have the look-at for the player aim at that. I guess you could put those variables into the player instead of in a separate chip. Then you'd need less var-mods to read them all again. I could argue you'd want to initial-target things ahead of the *camera* beyond the character... rather than the character-facing. You might be facing the way you're running but turn the camera to aim at the boss to target it but it wouldn't get targeted. So that might be a good variant for that part of the logic.
Hypothetically if you were to want imps to show up just not when you switch you could have an imp tracker(s) and hide the imps when need be and just have allow imp during possesion but that sounds like more work than its worth
yeah there are multiple workarounds. i don't remember if the imp trackers were out when i made this video or not
Hey, this video really helped me alot for my fighting game's hitstop mechanic and allows their momentum to carry after the brief pause of an attack landing. I ran into a small issue that because my fighters are collidable (which they kinda have to be for my game to work properly), the velocity sensor picks up the force of the collision as well as the force of the attack which causes the opponent to move slightly further away than they were supposed to. I know this is really specific but is their anyways to maybe subtract the force of the collision between my characters and have the mover that utilizes the velocity sensor from your video only use the force of my attack being applied? Sorry for the long question (Love your videos 👍)
Hey, cool I'm glad you found this helpful. Perhaps you can send the force being applied (if you're using a force applier?) via transmitter and override the value being passed into the mover. If you're not using a force applier and relying on the physics engine to handle the force, then I'm not sure there's a good way.
@@VinceKully Thanks for the tip, unfortunately the force being applied output on the force applier is a boolean signal so its only giving me true or false outputs and nothing about the direction or speed of the force. Guess it just isn't possible lol I guess I can go back to my old hitstop system and use the time pause mechanic in this video for when a player activates a cutscene for a special attack instead. Thanks again your videos are extremely helpful, will you be posting more in the future or have you moved on from dreams?
The "applying force" *is* a boolean, but if your strength is at 100%, then you can get the speed directly from the force applier. You can't get the direction directly from the force applier, but if it's grouped w/ an object that contains a tag you can get the direction that way through a motion sensor or a tag orientation. I'm working on a couple videos right now! I took a bit of a break last year but I'm back at it :)
@@VinceKully Wow it works! Thanks for the help. Looking forward to your future videos 🙏👍🔥
I don't know of I did something wrong I was following along and did everything you did maybe the logic change but around 18:00 when resuming time it just makes a long rectangle. Idk if the logic change or something but I just added another teleporter to the selector that seems to have fixed it
Hey man sometimes I pass threw the wall help plz
are your walls really thin? or is your movement speed really high?
@@VinceKully it's a normal bloc of sculpture
It's maybe my speed thx
@@VinceKully I need help to make wall ride can help please?
th-cam.com/video/2dTwrNTDUXQ/w-d-xo.html See if this helps!
Perfect channel+1sub
Hey! Do you know if this works with a regular electric keyboard aswell?
as in an electric piano? it would have to have midi out. If you mean a typing keyboard, i'm sure you could figure something out, but I have no idea
@@VinceKully Yeah I should've clarified that, I meant an electric piano. I've been thinking of getting one to practice on aswell as try and use in Dreams. My gaming keyboard works when making music, actually. So maybe it'll work with an electric piano, I'll take my chances. ;)
@@saltsaltysalt004 as long as the electric piano has a midi out port, you can get this to work
@@VinceKully Awesome, thanks! :D
Was curious. If you mash in the dpad is it possible to exit the bounds of the tiles? Like if you press right before it's done moving to the next tile, would that cause the block to move past the edge?
Nevermind, I see you've answered this question already, sorry haha
No worries. Yeah I believe that was an oversight. I made this a long time ago! You could use exclusive gates to prevent, or a movement sensor to ensure you’re not moving and only allow input then.
I know this video is old, but I've been looking for this exact type of tutorial for a dungeon randomizer I've been battling with. So far you've covered every problem I've faced like recursive paths and looping! Thank you so much!
Sweet! I’m glad this helped you!
You should music making tutorial which would be very useful 🥺
The only thing that I can’t grasp in dream is making music and sound effect
A Mario game without copyright infringement
"Puzzle Solved" **Dies right after**
F
Would this method also work when it comes to placing collectibles around the dungeon? Or is that a different tutorial in itself
Yeah you'd probably want to do that in a different way.. For example, you could set it up so that each room could decide for itself (when it's created) if it contains treasure/collectibles based on some arbitrary ruleset, or by some weighted randomness.
Wow! Great tutorial it really helped!
Sweet! I'm glad it helped!
this was pretty helpful , i didn't think you could attach ropes to the puppet, nice work
I've been looking for the last video in this series with target switching using the thumb stick but I can't find it. Did you make one?
I did not! D: I got sidetracked with other projects and completely forgot
@@VinceKully It's alight, the series is great anyways! I hope you finish it some day :) I subscribed to get some updates