Thank you so much for this video!! I’ve been stuck on this for two weeks. Hopefully I can finally make some collectibles tonight and finish my first level. Your videos are extremely helpful! Thanks again!👏👏
Can you do a video of how to have collectables within objects that are animated ? I.e putting your collectable in a drawer that the player presses a controller button to open. When I try to do this the collectable does not stay with the animated object
Really good video and tip for make an utility to the collectables in a level, its really important for the gameplay, so thank you very much, your tutorial is excellent
There is a slightly different method you could try for this if you want to limit the amount of trigger zones active in your game. Put the trigger zone in the player looking for a tag and a tag in the star - wire the output of the tag as you did the trigger zone. th-cam.com/video/8dPfNn2-iN4/w-d-xo.html
I did everything you did to the star, but my text display will not go away once I pick up the item. Everything I plug the counter into the text display it turns off. Unlike in your video where it’s clearly on. Please help, just got earlier access and want to like it.
Make sure you have linked to the power and not display text input. Make sure you have the timer set for 0.5 seconds. Make sure the destroyer is working. Otherwise I do not know what you did wrong - it clearly works if you follow what I did exactly.
Dreams with LadylexUK It is definitely hooked up to the power on the display text, but the problem is every time I plug the counter into the display text power it turns off! Is there an email or anything I can send you photos of what I’m talk about. You’re the only one that has replied. I’ll send you my information first if you would like? Just really looking for some help and I’ve spent about 6hours watching logic video and I do kind of understand it, just not sure if I’m dealing with bugs or my stupidity.
@@therealone9420 Yes, It does that. The counter is not full so the power on the text display is off. Only when the counter is full does it turn on the power. Send me a collab request - I will look at your level and see if I can work out what the problem is.
Dreams with LadylexUK Thank you! Now how do I send you a collab request? Sorry, I’m very new to this kind of system. Never played with LBP other then the levels already provided, also never heard of Project Spark until your comments. Very eager to learn though.
Isn't there a shorter and easier way to make collectable objects? I've already checked some other TH-cam videos too. but they r really long and complicated ( or I'm just too dumb). Plus, I don't wanna make special effects, sounds etc. It is enough even if it disappears only when you approach that object. Without all those effects and timings, can't I put just something on the microchip so object can be collected?
Easy method: 1. Put a microchip on your object 2. Add a tag called collectable 3. Wire the tag output to a destroyer 4. Wire the tag output to the power on a variable modifier + 1 that looks for a variable elsewhere in your level if you need to count them 5. Add a trigger zone to your player that looks for tags called collectable
Hi. You have been so amazingly useful with all your tutorials and I was wondering if you could ping me in the right direction for something? I have orbs that are collected in my game that give different values when you collect them, and they persists into the next level and the score continues to go when when you pick up more orbs, which is great. The issue is that the map is a bit circular you come back to the first level from the second, when you do that all the orbs you picked the first time through level 1 have respawned. I looked at your tutorial about making the variables for the pickups persist in Dreams, would I have to name individually every orb so it stays collected? The orbs are destroyed on pick up currently if that helps in any way? Anywho, any help would be massively appreciated 😊
Its a difficult one. Destruction does not persist between Dreams. It is possible to set a variable with a mathematical formula that would work out which orbs had been collected and destroy them when you re-enter the level. Dont ask me how that works though. I think it uses binary to give each orb a unique number, so that when you add up the collected orbs it creates a unique number that tells you which orbs have been removed. You set another variable that tells you if this is your second time round. You then destroy those orbs when they re-enter the level. Its complex maths Im afraid, and I am not the person to teach that. If you just want to destroy all orbs the second time round though that is pretty easy. Set a persistent variable to 1 when you leave the level. Wire all orbs to a destruct gadget and power the gadget when your persistent variable is at 1. They will be destroyed when the player enters the level.
@@DreamswithLadylexUK thanks for that, I feared it was doing to be a lot of work or mega complicated. 😄 hummm. I will have to devise a cunning plan. Thanks again
Hi LadyLex! I’m trying to make a scene when if you beat it, you gain currency, and then it applies the value to another scene where you spend the currency to buy items, I’m just a bit stuck on making currency and variables transfer to other scenes. Do you know how you could help with that?
Hey LadylexUK, thank you for the good tutorial. You explained everything really clear, only I have one problem: I am making a game where you have to collect as much coins as you can without dying. When you die the coins you colllected will be in you wallet and you restart at the beginning. The problem I have is that when you have collected the coins and you die, you will restart at the beginning but the coins already collected are gone. I want it so that you can pick them up again after you die (so maybe that they respawn when you die, but I don’t know how to do that). Can you help me with this problem?
A respawn mechanism for the coins is a bit of a pain, especially if you have hundreds of them - best option is to reset the game when you die - I am not sure if you can retain the coin count as I am not sure what happens if you use a persist in Dreams variable and press reset. I will have to test it out.
Is there a way to stop the stars from spawning back in if you return to that specific scene? I did manage to make the points persistent over scenes but I also need to make sure players cannot collect them over and over again if they go in and out of that scene.
The only way to carry information from scene to scene is through a persistent variable. You can then use that variable to determine whether an object should spawn or not. Due to the limited amount of variables you can have putting them inside signal collectables could be problematic, but you could use math formulas to determine which "stars" have been collected and which can spawn when you return to the scene. using a single variable. For example: Scene has stars 1,2,3,4,5,6,7,8 If you collect star 1 set your variable to 1 If you collect 1 and 2 set variable to 1 + 2 = 3 If you collect 1 and 2 and 3 set variable to 1 + 2 + 4 = 7 If you collect 1 and 5 only then set variable to 17 These numbers are algorithmic and will give you a unique number for a combination. Its very complicated and you will probably need to look up unique combination number charts to get something that works.
How could I make this system except you can use your credits to purchase something multiple times? Would I just remove the counter and hook up a controller sensor?
If you are making a shop, the principles are all here, in that you have the variable for the money and you would also have calculations that remove money when you select your purchased object, which you can do multiple times as long as you have the funds. But you will need an inventory system as well - can get very complex. I will have to do a shop tutorial at some point.
I have a question. Im able to collect a key and make a door open, but I want to be able to collect multiple keys to make a door open. When I go to clone the key and collect the 2 keys in test mode, it only is seeing one key. Why isn't it seeing 2 keys? Is it because I'm cloning? Is there a way to duplicate it without cloning?
Without seeing how you made your keys it is going to be hard to say. Are you cloning in the wrong mode? You need to be completely scoped out and not in sculpt mode before you clone your key. If you clone your key in sculpt mode then you are adding to the original key - so it may look like two keys but you are actually just adding to the original sculpt.
Quick question, i want my collectible to increase health, is it the same concept or do u have a video maybe showing how to do so? Everything works great , jus tryin to modify for the above mentioned.
@@DreamswithLadylexUK No luck, set a display for health, lowered current health by ten, it collects but doesn't increase the health. Gonna keep searching
Not sure about this one. Could get very complicated. Basic rule of making a level look the same as when you left it is to use persistent variables that travel from your scene when you leave and are used when you return to re position objects etc.. If you have a lot of coins that could be difficult to achieve with the limited amount of variables we can use. Then you have to use mathematics to get variables to hold more than one piece of information. Aecert likes to do tutorials on this subject See dreamskool.wordpress.com/2020/02/20/how-to-store-multiple-numbers-in-a-single-variable/ and dreamskool.wordpress.com/2020/03/03/saving-character-position-and-orientation-save-state/
This is mental, object not rotating, not disappearing even though it was at first and nothing changed. I am more confused than I was before this tutorial.
I really like your videos, but i tried this onre for 3 days and i cant get it done :( the only difference is, i used keys and less amount to open the door. Everything works fine except the door wont subtract 1 key when passing threw. I double checked everything,it seems that the variable modifier near the AND Gate wont subtract. Any suggestions? Thx
I started playing Dreams for the first time yesterday, and this has given me a good leaping off point for my first level. Thanks!
Another way of getting >= is to find if it's not
what
This isn’t Java script dude what
Thank you so much for this video!! I’ve been stuck on this for two weeks. Hopefully I can finally make some collectibles tonight and finish my first level. Your videos are extremely helpful! Thanks again!👏👏
Can you do a video of how to have collectables within objects that are animated ? I.e putting your collectable in a drawer that the player presses a controller button to open. When I try to do this the collectable does not stay with the animated object
THANK YOU SO MUCH!!! THIS WILL HELP WITH MY TORMENT THERAPY GAME!!!!!
OMG THAT COLLIDABLE TIP COULD OF SAVED ME 4 HRS OF BANGING MY HEAD INTO A WALL... THANK YOU FOR THIS.
I love these tutorials. Thank you for making these ❤️
Really good video and tip for make an utility to the collectables in a level, its really important for the gameplay, so thank you very much, your tutorial is excellent
You have already been so much help! I can't thank you enough, but expect a big shout-out in my dreams...
There is a slightly different method you could try for this if you want to limit the amount of trigger zones active in your game. Put the trigger zone in the player looking for a tag and a tag in the star - wire the output of the tag as you did the trigger zone. th-cam.com/video/8dPfNn2-iN4/w-d-xo.html
thanks, got three hours to make it right as you do
I'm not English and that's my problem
I'm planning on having a dark level. How do I male a flashlight/torch so I can see in the dark. How do I make it dark?
You use the sun/sky gadget to make your scene dark. Try this tut
dreamskool.wordpress.com/2019/06/26/equipping-and-unequipping-flashlights/
I did everything you did to the star, but my text display will not go away once I pick up the item. Everything I plug the counter into the text display it turns off. Unlike in your video where it’s clearly on. Please help, just got earlier access and want to like it.
Make sure you have linked to the power and not display text input. Make sure you have the timer set for 0.5 seconds. Make sure the destroyer is working. Otherwise I do not know what you did wrong - it clearly works if you follow what I did exactly.
Dreams with LadylexUK It is definitely hooked up to the power on the display text, but the problem is every time I plug the counter into the display text power it turns off! Is there an email or anything I can send you photos of what I’m talk about. You’re the only one that has replied. I’ll send you my information first if you would like? Just really looking for some help and I’ve spent about 6hours watching logic video and I do kind of understand it, just not sure if I’m dealing with bugs or my stupidity.
Dreams with LadylexUK you could always look my name up on FB if that is okay to use it’s my real name.
@@therealone9420 Yes, It does that. The counter is not full so the power on the text display is off. Only when the counter is full does it turn on the power. Send me a collab request - I will look at your level and see if I can work out what the problem is.
Dreams with LadylexUK Thank you! Now how do I send you a collab request? Sorry, I’m very new to this kind of system. Never played with LBP other then the levels already provided, also never heard of Project Spark until your comments. Very eager to learn though.
Thank you so much, very clear and you have taught me a lot so far 🥰
Isn't there a shorter and easier way to make collectable objects? I've already checked some other TH-cam videos too. but they r really long and complicated ( or I'm just too dumb). Plus, I don't wanna make special effects, sounds etc. It is enough even if it disappears only when you approach that object. Without all those effects and timings, can't I put just something on the microchip so object can be collected?
Easy method:
1. Put a microchip on your object
2. Add a tag called collectable
3. Wire the tag output to a destroyer
4. Wire the tag output to the power on a variable modifier + 1 that looks for a variable elsewhere in your level if you need to count them
5. Add a trigger zone to your player that looks for tags called collectable
Have you made a follow-up video on linking items from one level to another or from one dream to another dream
dreamskool.wordpress.com/2019/05/16/persistent-states-and-carried-objects/
Thank you
Excellent tutorial! Just what I needed!
Hi. You have been so amazingly useful with all your tutorials and I was wondering if you could ping me in the right direction for something? I have orbs that are collected in my game that give different values when you collect them, and they persists into the next level and the score continues to go when when you pick up more orbs, which is great. The issue is that the map is a bit circular you come back to the first level from the second, when you do that all the orbs you picked the first time through level 1 have respawned. I looked at your tutorial about making the variables for the pickups persist in Dreams, would I have to name individually every orb so it stays collected? The orbs are destroyed on pick up currently if that helps in any way? Anywho, any help would be massively appreciated 😊
Its a difficult one. Destruction does not persist between Dreams. It is possible to set a variable with a mathematical formula that would work out which orbs had been collected and destroy them when you re-enter the level. Dont ask me how that works though. I think it uses binary to give each orb a unique number, so that when you add up the collected orbs it creates a unique number that tells you which orbs have been removed. You set another variable that tells you if this is your second time round. You then destroy those orbs when they re-enter the level. Its complex maths Im afraid, and I am not the person to teach that.
If you just want to destroy all orbs the second time round though that is pretty easy. Set a persistent variable to 1 when you leave the level. Wire all orbs to a destruct gadget and power the gadget when your persistent variable is at 1. They will be destroyed when the player enters the level.
@@DreamswithLadylexUK thanks for that, I feared it was doing to be a lot of work or mega complicated. 😄 hummm. I will have to devise a cunning plan. Thanks again
Hi LadyLex! I’m trying to make a scene when if you beat it, you gain currency, and then it applies the value to another scene where you spend the currency to buy items, I’m just a bit stuck on making currency and variables transfer to other scenes. Do you know how you could help with that?
Try: dreamskool.wordpress.com/logic-tuts-collectables-and-inventories/
Is there a way to do this with a exit door to stop the level?
Awesome tutorial :)
Hey LadylexUK, thank you for the good tutorial. You explained everything really clear, only I have one problem: I am making a game where you have to collect as much coins as you can without dying. When you die the coins you colllected will be in you wallet and you restart at the beginning. The problem I have is that when you have collected the coins and you die, you will restart at the beginning but the coins already collected are gone. I want it so that you can pick them up again after you die (so maybe that they respawn when you die, but I don’t know how to do that). Can you help me with this problem?
A respawn mechanism for the coins is a bit of a pain, especially if you have hundreds of them - best option is to reset the game when you die - I am not sure if you can retain the coin count as I am not sure what happens if you use a persist in Dreams variable and press reset. I will have to test it out.
Is there a way to stop the stars from spawning back in if you return to that specific scene? I did manage to make the points persistent over scenes but I also need to make sure players cannot collect them over and over again if they go in and out of that scene.
The only way to carry information from scene to scene is through a persistent variable. You can then use that variable to determine whether an object should spawn or not. Due to the limited amount of variables you can have putting them inside signal collectables could be problematic, but you could use math formulas to determine which "stars" have been collected and which can spawn when you return to the scene. using a single variable.
For example: Scene has stars 1,2,3,4,5,6,7,8
If you collect star 1 set your variable to 1
If you collect 1 and 2 set variable to 1 + 2 = 3
If you collect 1 and 2 and 3 set variable to 1 + 2 + 4 = 7
If you collect 1 and 5 only then set variable to 17
These numbers are algorithmic and will give you a unique number for a combination. Its very complicated and you will probably need to look up unique combination number charts to get something that works.
How could I make this system except you can use your credits to purchase something multiple times? Would I just remove the counter and hook up a controller sensor?
If you are making a shop, the principles are all here, in that you have the variable for the money and you would also have calculations that remove money when you select your purchased object, which you can do multiple times as long as you have the funds. But you will need an inventory system as well - can get very complex. I will have to do a shop tutorial at some point.
I have a question. Im able to collect a key and make a door open, but I want to be able to collect multiple keys to make a door open. When I go to clone the key and collect the 2 keys in test mode, it only is seeing one key. Why isn't it seeing 2 keys? Is it because I'm cloning? Is there a way to duplicate it without cloning?
Without seeing how you made your keys it is going to be hard to say. Are you cloning in the wrong mode? You need to be completely scoped out and not in sculpt mode before you clone your key. If you clone your key in sculpt mode then you are adding to the original key - so it may look like two keys but you are actually just adding to the original sculpt.
@@DreamswithLadylexUK thanks for answering. I found out the problem. I had to hit the add button on the variable gadget. I was able to finish my game.
How do you get the text display in the microchip?
Stamp it in? I am not sure what you are asking.
Quick question, i want my collectible to increase health, is it the same concept or do u have a video maybe showing how to do so? Everything works great , jus tryin to modify for the above mentioned.
Use a health modifier instead of a variable modifier at the point of collection, you will probably need to use the zone option.
@@DreamswithLadylexUK No luck, set a display for health, lowered current health by ten, it collects but doesn't increase the health. Gonna keep searching
@@DreamswithLadylexUK nvrmind got it thnx again
@@he8mybbybakribs407 Ill have a look at it today
@@he8mybbybakribs407 I hope todays tutorial helped.
Hi I don't know if you can help me with this but how do you prevent colectables, like Mario Coins, from respawning after you re-enter a scene?
Not sure about this one. Could get very complicated. Basic rule of making a level look the same as when you left it is to use persistent variables that travel from your scene when you leave and are used when you return to re position objects etc.. If you have a lot of coins that could be difficult to achieve with the limited amount of variables we can use. Then you have to use mathematics to get variables to hold more than one piece of information. Aecert likes to do tutorials on this subject
See dreamskool.wordpress.com/2020/02/20/how-to-store-multiple-numbers-in-a-single-variable/
and dreamskool.wordpress.com/2020/03/03/saving-character-position-and-orientation-save-state/
This is mental, object not rotating, not disappearing even though it was at first and nothing changed. I am more confused than I was before this tutorial.
I really like your videos, but i tried this onre for 3 days and i cant get it done :( the only difference is, i used keys and less amount to open the door. Everything works fine except the door wont subtract 1 key when passing threw. I double checked everything,it seems that the variable modifier near the AND Gate wont subtract. Any suggestions? Thx
see reply to your last post
it there a way to change the sound of the collectables
If you are making your own microchips you can choose any sound you like.
Hi, I can't get the text displayer to vanish as well. Tried everything and just can't get it to work :(
DaJazzMan84 I had the same problem :(
@@eva2themax977 did u ever solve it?
DaJazzMan84 no, I had to delete the text displayer from the code and just not have text
@@eva2themax977 lol me too...
Anyway to make the variable go over 9,000,000
Try dreamskool.wordpress.com/2020/01/24/alternative-method-to-using-variables-local-variables/
I sent you my example, my PSN is Stoney_CH, can you maybe take a look and tell me what went wrong? Because i cant figure it out. Thx
Wire the modifier in the door to the counter that opens the door.That''s the point at which you need the key to subtract. I tried it works fine
Thanks for the help, i didnt realize what i made wrong
This tutorial is terrible, could u do it step by step? You already have all the gadgets assembled and u pause for the weirdest times
Kids game my ass, feels like coding lol
Yep. Dreams is not a kids game.