Hey Jimmy. I love your videos. Thanks to you I got enough courage to start to try to make and experiment with my own complex logic. Please, keep doing forever this great tutorials. BTW, I have a question for you: apart from giving the number 0, fractions of 1 and 1, is there something else that the counter does that the selector can't replicate by its own? Sorry for possible bad english >__
I’m very glad they’ve helped! Great question - by itself a selector can only count up to 10 whereas a counter can count much higher than that. I think they might be slightly cheaper on the thermo because they have less functionality but I don’t know that for sure. 99% of the time you could very easily use a selector rather than a counter :) hope that helps
Hi there! whar i did to make my character make the combo even when not dealing damage, is the following... 1- Disable the controlers while the attack animation happens. For this, make a node where you connect the playback speed outport wire to, then take the outport from that node to the disable controlers inport in the controler sensor, every attack animation should have their playback speed outport connected to the node inport. 2- create a second controler sensor that you'll set to remote control, and make sure you turn it off so it doesn't really do anything yet. 3- Take the Square button outport and connect it to anither counter, to the add inport, and the full counter outport goes to the next inport of the selector for the combo... 4- Put a Keyframe inside the attack animation that enables the second controler sensor, and place it in the right moment of the animation where you'll want the player to be able to press square again and there you go! I guess you can also make the keyframe inside the animation to reset the counter... and not disable the controlers at all... but this is the way it worked for me the best... Here is a gameplay a recorded for my game so you can see it in action! th-cam.com/video/cQ1hAlJ1LO0/w-d-xo.html i hope this helps! ✌🏽
Instead of a health modifier, just put a tag on the timeline. Call it "Combo Next" or something. Then place a button in the microchip that detects the "Combo Next" tag to reduce the counter. Same idea, but it doesn't require a successful hit.
Hi Jimmy, I love your tutorials and I have a question that I hope you can answer. How do I make my character not do the same move while jumping? Like an attack I make on the ground, how do I stop them from doing it in the air as well? Any response is much appreciated.
Glad you liked the vid 😊 sorry for such a late reply i moved house. I don't think you can from memory, i know you can do it with sounds but i don't think you can paste over keyframes, you've just gotta delete the old one and replace it :) Did i do it somewhere in this vid?
Hey~~ Another video! Well done mate. - Looks like the dummy's torso is freaking out until you hit it XD - Looking at the logic initially, I thought I had a pretty good guess how you did it. I was way off XD But now I have ideas on how *I* would do it which is cool ;P - A timeline set to "once" will reset itself when it goes from not being powered to being powered, so you don't need to reset it manually. - I notice you changed it to sustain, but I'm not clear why that's needed; could you simply shorten the timeline to the right length? - So currently, you can only make the next step in the combo if you actually hit something. Not sure that's the usual method, but as long as it's made clear to the player shouldn't be a problem I guess. - Seems like the animation won't finish (and won't even get to the end of the punch, for example) if you hit something, because the damage happens mid-way through that tween. That could look pretty weird while playing I think. - Like button smashed.
Thanks man haha XD Yes I changed them to sustain because when I had them on ‘once’ they were triggering the ‘on end trigger’ output and pulsing the reset which was interrupting the whole thing :/ It’d be easy to get rid of the need to do damage to progress to the next step, if the counter between the input and the selector was removed the player should just be able to spam it, but then of course you’d need to add a few bits and pieces to the last output to make it work properly with the reset As for the animation not finishing, the ‘doing damage’ node only sends a signal to the counter and doesn’t progress the selector to the next output. So it’s the player pressing square again that triggers the next animation and not the health modifier :)
Hey Jimmy, forgive me for asking this, but I tried to do the same thing you did in your video, to give a character I made a basic combo attack. But for some reason, the attack won't stick. If you could look up my creation in dreams, tell me what I am doing wrong I would appreciate. It's labeled as Silent Shadow
Amazingly useful tutorial! thank you! One question: what if I don't want the combo to be possible only when the player is doing damage? I tried implementing the same logic set up but without the last node "dealing damage", but it doesn't work ): Thank you so much.
So you'd just remove the counter there, without the 'doing damage' it won't reset the counter, and won't allow the player to press the button again. Remove the counter and plug the button output directly into the selector 'next' port, and remove the 'doing damage' bit too and you should be set :)
@@JimmyJules153 Thank you Jimmy! It works! One day I will understand logic too. Or probably not, haha. Thanks so much also for your videos, so very well made, concise and effective, and you're great for answering all these questions in the comments.
@@JimmyJules153 Hey Jimmy, don't know if you can help. But I followed the video and everything works, but everytime I spam square (attack button) the counter glitches(?) and stays full. This doesnt happen if I press square slow and rhytmically. The only solution for it to work so far is doing what yo said (removing the counter and put attack button to the next port) but sadly this allows for the character to combo anywhere and anytime, and I'd like for it to be only when dealing dmg to an enemy. Do you know what might be happening?
@@JimmyJules153 When trying this, if the player spams the attack button it goes through each combat animation way too quickly. Is there a way to remedy this?
This is much simpler than what I came up with, I was completely overcomplicating this. Didn't know timelines could be so useful (though I was planning on messing with them a little bit, and just haven't had the time.) What if you want to add combo modifiers/extenders? I was thinking just implement a check to see if the modifier is turned on (from a menu) and if it is, add another timeline to it, but would like to hear your input.
That sounds like a great way to do it! You can change the number of ports on a selector on the fly with signals, so you could restrict the number of ports on the selector until they unlock the extra move :)
Thank you for doing this. It'll be useful for a project I'm working on. Can you make a video or at least explain how to make a combo using multiple buttons like square and triangle?
Great question, you could use the same setup we’ve made here with a couple of extra nodes. If you grab out 2 nodes and plug the square into one and the triangle button into the other, then plug them both into the input node on the chip we’ve made. You can then plug port A of the selector, into the power of the node for the first button you want them to press first (so the square node if you want them to press square first). Then you can plug port B into the power of the node with the triangle button going into it, so when the selector changes to port B, it enables the power for the triangle button node and disables the square button node, forcing the player to press a different button to progress through the selector. You can continue those steps for ports further down the selector (c, d, e etc.) and if you want to add more buttons you’ll just need to add more nodes with the power hooked up to the separate selector ports. I hope that makes sense let me know if you need more info :)
@@JimmyJules153 Sorry for replying to an old comment but I would like some clarification. What chip were you referring to that the square and triangle button nodes are plugged into?
Ty for helping me understand logic better is there a guide on telling which each logic tool does ? Also how would i make it so that you would need to hold one button while pressing the other to perform an animation
Hey Jimmy Jules, i'm just new to your channel and to Dreams too, i love your videos btw... just a question... What happens if the player holds te Square Button after the first attack? will it go through the whole combo while holding the square button down? if so how can that be avoid? you to avoid spammers hehe thanks for the video and keep up the good work! PD:i did almost the same for my characters but in a waaay more complicated way haha
And also? i'm trying to find out how to create an animation for when I get hit, let's say that an Enemy hits you, your cahracter reacts to that hit and maybe gets pushed back by getting hit... can you make a tutorial on that?
Hey mate :) First off, it won't continue through all of the attacks because of the counter so you should be OK there, For the getting hurt animation, i'd use a timeline connected to the 'losing health' output on the health modifier. That way each time they lose health the timeline will play :) just make sure it's set to play 'once'.
@@JimmyJules153 Hey thanks for the response!! right i actually got to test it and it's true, the counter prevents it to go through the combo, although i made some more things to it and somehow at some point it went through the combo, but that was just because of some more complicated things i did for my game like finishers and combo modifiers, so i had to disable the controls for a little fraction of a second to prevent it from going through and so i could add more attacks and finishers in between the combo with another controller sensor... Aaaand yeap, the hit animation worked the same way too so thank you so much for this video, it helped me a lot!!!! {Sorry for the long explanation xD}
Hey I’ve been trying to do this for the past hour and I literally did EXACTLY what you did and yet every time i press the square button, it just activates the first node and doesn’t ever reach the counter, selector or anything else. Is this a bug or did i do something wrong? its really frustrating so could you please help 😭😭
Is it possible to charge forward to an opponent? If there is distance between me and the opponent and I press square for example (which is an attack) and it is an attack where I need to be in a distance of 2 meters... but I'm away like 10... that I sprint to that position in front of the opponent and the animation plays. Can I program it that the controlled puppet can figure it out and get close to randomly spawned opponents
i can only do the combo once and it wont let me do it again. for some reason the counter is full even though i made it decrease when the timeline ended.
If you set it up the same way as him you're going to need a dummy to beat on, the movies only switch when it deals damage. make sure the dummy has health and everything
I have my counter wired the same way but for some reason the counter full wire doesnt activate when square is pressed. So the current doesn't travel to the selector. Any idea how to fix?
hello again. whenever i record an animation with a timeline and keyframes, my player gets teleported back to the spot i was recording it in when he starts the animation. so if i make a sword swing, and i hit R1 to sword swing a mile from where i recorded it, it will teleport me to the spot i recorded it in and then teleport me back to the previous location, when done.
Make sure you haven't animated the *puppet group*. if you edit the keyframe, press triangle on the character when you're scoped out of it and that should fix it up :)
This setup only moves on when you’ve done damage, but you could remove the counter in there and it’d just let them keep pressing the button and keep progressing through the selector :)
Huh that's a bit of a weird one🤔 i'm not sure what might be going on there.. is there any chance you could shoot through a vid of what's happening there if you haven't worked it out? make sure youre timelines aren't set to play 'once', that's the only thing i can think of what might be going on . Sorry for the late reply - i moved house
I have a question, so my puppet will only perform the punch animation properly when I walk slowly, if I punch any other time it’ll shrug it’s shoulders but no punch. Any fix?
You could try reducing the ‘arm vigour’ with a keyframe with a keyframe while the punch is active, it’s in the ‘upper body’ bit in the puppet tweak menu :)
DJ Professor K yeah thanks it worked, do u know any way that I can walk into an object and when the puppet touches the object it teleports to another place?
Is there a way to make it so that the player can't run/jump while doing the combo? Or stop them from doing the combo while running/jumping. I'd like for the character to stop moving when the attack button is pressed.
Also, thank you for these tutorials! They're amazing and I really appreciate you explaining how it all works so I can figure this stuff out on my own in the future.
You could absolutely do that! If you want them to stop moving completely you could put an advanced mover on them, with the dampening all the way up. If you put the speed to 0 and activate the mover when the combo is active that should stop them dead :)
You could have the non-combo attack on another microchip, then when you unlock the combo you could switch from the basic attach chip to the combo attack chip!
Currently when I attack the puppet the character seems to teleport or I assume re set position away from the puppet the combo works fine but it’s hard to pull of when it’s re setting posstion any fix or suggestions?
Double check your keyframes aren’t effecting the puppet group, you’ll want them only to be effecting the parts of the puppet within the group and not the whole thing. Press triangle over the puppet when you’re scoped our to deanimate it :)
I fallow all indications but my second animation never run,but if i delete the timer the second animation appear,please how i can fix that? Pd:sorry for my english.
this is an older version of Dreams, but the ones now use the entire gadget as a visual indicator, so the entire calculator will turn black rather than there being a black bar :)
Ah bugger - not stupid friend, just learning! If you look in test mode, does your counter reset so you can press the button again? Test mode might help you figure out where it’s going wrong
Thanks for the hard work on dreams. I just watched an older video and found what I was missing. This channel is a great help.
Hey Jimmy. I love your videos. Thanks to you I got enough courage to start to try to make and experiment with my own complex logic. Please, keep doing forever this great tutorials.
BTW, I have a question for you: apart from giving the number 0, fractions of 1 and 1, is there something else that the counter does that the selector can't replicate by its own?
Sorry for possible bad english >__
I’m very glad they’ve helped!
Great question - by itself a selector can only count up to 10 whereas a counter can count much higher than that. I think they might be slightly cheaper on the thermo because they have less functionality but I don’t know that for sure. 99% of the time you could very easily use a selector rather than a counter :) hope that helps
I do hope to see where you have both square and triangle attacks as part of a combo.
Yes me too
Superbly useful and so simple to follow..
Kudos Jimmy. . A thousands thank you's!!
It reminds me of how the combo works in the original Kingdom Hearts
I need you to make a video strictly pertaining to custom walk and run animations please🙏🏾
Awesome stuff mate! Just what I'll be needing soon. 👌
I'll do the combo fine but if I just try to do the first attack over and over after a while it just stops working. It won't even let me attack.
What if we want them to be able to swing at all time? Like do the combo no matter what? Instead of just dealing damage
You could remove the counter from the situation i think, that way the player won't ever be blocked from pressing the button :)
When I remove the counter I'm not able to attack, nothing happens
Hi there! whar i did to make my character make the combo even when not dealing damage, is the following...
1- Disable the controlers while the attack animation happens. For this, make a node where you connect the playback speed outport wire to, then take the outport from that node to the disable controlers inport in the controler sensor, every attack animation should have their playback speed outport connected to the node inport.
2- create a second controler sensor that you'll set to remote control, and make sure you turn it off so it doesn't really do anything yet.
3- Take the Square button outport and connect it to anither counter, to the add inport, and the full counter outport goes to the next inport of the selector for the combo...
4- Put a Keyframe inside the attack animation that enables the second controler sensor, and place it in the right moment of the animation where you'll want the player to be able to press square again and there you go!
I guess you can also make the keyframe inside the animation to reset the counter... and not disable the controlers at all... but this is the way it worked for me the best...
Here is a gameplay a recorded for my game so you can see it in action!
th-cam.com/video/cQ1hAlJ1LO0/w-d-xo.html
i hope this helps! ✌🏽
Instead of a health modifier, just put a tag on the timeline. Call it "Combo Next" or something. Then place a button in the microchip that detects the "Combo Next" tag to reduce the counter. Same idea, but it doesn't require a successful hit.
@@pocketmnky button?
Jezus your good in tutorials!
Good stuff. Just what I needed for my 2 player fighting game
Ditto.
man, this tutorial are mutch more usefull than base game tutorials, grate work, thank you very mutch!
Omg thank you. Been at it for 4 plus hours. Life saver
This is way too much for my brain to handle
Hi Jimmy, I love your tutorials and I have a question that I hope you can answer. How do I make my character not do the same move while jumping? Like an attack I make on the ground, how do I stop them from doing it in the air as well? Any response is much appreciated.
Sick video cheers!
Question how did you paste over previously saved key frames ?
Glad you liked the vid 😊 sorry for such a late reply i moved house.
I don't think you can from memory, i know you can do it with sounds but i don't think you can paste over keyframes, you've just gotta delete the old one and replace it :) Did i do it somewhere in this vid?
If I press the selected button to fast it won't reset the counter. Did that happen to you or is that just me thing.
It’s happening to me too
Yes! Just the kind of video I'm looking for! I can't wait to try this out! Thanks for the video.
Hey~~ Another video! Well done mate.
- Looks like the dummy's torso is freaking out until you hit it XD
- Looking at the logic initially, I thought I had a pretty good guess how you did it. I was way off XD But now I have ideas on how *I* would do it which is cool ;P
- A timeline set to "once" will reset itself when it goes from not being powered to being powered, so you don't need to reset it manually.
- I notice you changed it to sustain, but I'm not clear why that's needed; could you simply shorten the timeline to the right length?
- So currently, you can only make the next step in the combo if you actually hit something. Not sure that's the usual method, but as long as it's made clear to the player shouldn't be a problem I guess.
- Seems like the animation won't finish (and won't even get to the end of the punch, for example) if you hit something, because the damage happens mid-way through that tween. That could look pretty weird while playing I think.
- Like button smashed.
Thanks man haha XD
Yes I changed them to sustain because when I had them on ‘once’ they were triggering the ‘on end trigger’ output and pulsing the reset which was interrupting the whole thing :/
It’d be easy to get rid of the need to do damage to progress to the next step, if the counter between the input and the selector was removed the player should just be able to spam it, but then of course you’d need to add a few bits and pieces to the last output to make it work properly with the reset
As for the animation not finishing, the ‘doing damage’ node only sends a signal to the counter and doesn’t progress the selector to the next output. So it’s the player pressing square again that triggers the next animation and not the health modifier :)
Hey Jimmy, forgive me for asking this, but I tried to do the same thing you did in your video, to give a character I made a basic combo attack. But for some reason, the attack won't stick. If you could look up my creation in dreams, tell me what I am doing wrong I would appreciate. It's labeled as Silent Shadow
Amazingly useful tutorial! thank you! One question: what if I don't want the combo to be possible only when the player is doing damage? I tried implementing the same logic set up but without the last node "dealing damage", but it doesn't work ): Thank you so much.
So you'd just remove the counter there, without the 'doing damage' it won't reset the counter, and won't allow the player to press the button again. Remove the counter and plug the button output directly into the selector 'next' port, and remove the 'doing damage' bit too and you should be set :)
@@JimmyJules153 Thank you Jimmy! It works! One day I will understand logic too. Or probably not, haha. Thanks so much also for your videos, so very well made, concise and effective, and you're great for answering all these questions in the comments.
@@JimmyJules153 Hey Jimmy, don't know if you can help. But I followed the video and everything works, but everytime I spam square (attack button) the counter glitches(?) and stays full. This doesnt happen if I press square slow and rhytmically. The only solution for it to work so far is doing what yo said (removing the counter and put attack button to the next port) but sadly this allows for the character to combo anywhere and anytime, and I'd like for it to be only when dealing dmg to an enemy. Do you know what might be happening?
@@JimmyJules153 When trying this, if the player spams the attack button it goes through each combat animation way too quickly. Is there a way to remedy this?
@@RammAndTheLamb I'm actually going crazy trying to find away to counter button smashing but can't find answers anywhere..
The only One question i have Is: how organize combo logic with different buttons? Like Square, Square, triangle?
More GOLD, thanks, Jimmy..... or is it James?
Hey, so I did this with two animations, and after the first one my puppet teleports around the map and goes back to the beginning, help?
So any ideas of how things are going to change with psvr? I have some wild ideas but I’m a true noob. Still going through the tutorials. 🤣
This is much simpler than what I came up with, I was completely overcomplicating this. Didn't know timelines could be so useful (though I was planning on messing with them a little bit, and just haven't had the time.) What if you want to add combo modifiers/extenders? I was thinking just implement a check to see if the modifier is turned on (from a menu) and if it is, add another timeline to it, but would like to hear your input.
That sounds like a great way to do it! You can change the number of ports on a selector on the fly with signals, so you could restrict the number of ports on the selector until they unlock the extra move :)
Thank you for doing this. It'll be useful for a project I'm working on. Can you make a video or at least explain how to make a combo using multiple buttons like square and triangle?
Great question, you could use the same setup we’ve made here with a couple of extra nodes.
If you grab out 2 nodes and plug the square into one and the triangle button into the other, then plug them both into the input node on the chip we’ve made.
You can then plug port A of the selector, into the power of the node for the first button you want them to press first (so the square node if you want them to press square first). Then you can plug port B into the power of the node with the triangle button going into it, so when the selector changes to port B, it enables the power for the triangle button node and disables the square button node, forcing the player to press a different button to progress through the selector.
You can continue those steps for ports further down the selector (c, d, e etc.) and if you want to add more buttons you’ll just need to add more nodes with the power hooked up to the separate selector ports.
I hope that makes sense let me know if you need more info :)
@@JimmyJules153 It was pretty easy to follow. Thanks again!
@@JimmyJules153 Sorry for replying to an old comment but I would like some clarification. What chip were you referring to that the square and triangle button nodes are plugged into?
@@scifiguy7309 I do believe he meant the node would plug in to the counter
Ty for helping me understand logic better is there a guide on telling which each logic tool does ? Also how would i make it so that you would need to hold one button while pressing the other to perform an animation
I don’t believe there’s a guide by Mm or anything like that no sorry :/
You could use an ‘and’ gate for your 2x button combo!
@@JimmyJules153 ayt thx for the help tho
Wonderful tutorial - though I ran into a problem....i literally set everything up verbatim and still only ONE attack activates.
NEVERMIND!!! I FIGURED IT OUT!😂😊
I decided to make two attacks. and I got a problem. the thing is, when i do the second hit my character dies
Hey Jimmy Jules, i'm just new to your channel and to Dreams too, i love your videos btw... just a question... What happens if the player holds te Square Button after the first attack? will it go through the whole combo while holding the square button down? if so how can that be avoid? you to avoid spammers hehe thanks for the video and keep up the good work!
PD:i did almost the same for my characters but in a waaay more complicated way haha
And also? i'm trying to find out how to create an animation for when I get hit, let's say that an Enemy hits you, your cahracter reacts to that hit and maybe gets pushed back by getting hit... can you make a tutorial on that?
Hey mate :)
First off, it won't continue through all of the attacks because of the counter so you should be OK there,
For the getting hurt animation, i'd use a timeline connected to the 'losing health' output on the health modifier. That way each time they lose health the timeline will play :) just make sure it's set to play 'once'.
@@JimmyJules153 Hey thanks for the response!! right i actually got to test it and it's true, the counter prevents it to go through the combo, although i made some more things to it and somehow at some point it went through the combo, but that was just because of some more complicated things i did for my game like finishers and combo modifiers, so i had to disable the controls for a little fraction of a second to prevent it from going through and so i could add more attacks and finishers in between the combo with another controller sensor... Aaaand yeap, the hit animation worked the same way too so thank you so much for this video, it helped me a lot!!!! {Sorry for the long explanation xD}
Hey I’ve been trying to do this for the past hour and I literally did EXACTLY what you did and yet every time i press the square button, it just activates the first node and doesn’t ever reach the counter, selector or anything else. Is this a bug or did i do something wrong? its really frustrating so could you please help 😭😭
Is it possible to charge forward to an opponent? If there is distance between me and the opponent and I press square for example (which is an attack) and it is an attack where I need to be in a distance of 2 meters... but I'm away like 10... that I sprint to that position in front of the opponent and the animation plays.
Can I program it that the controlled puppet can figure it out and get close to randomly spawned opponents
i can only do the combo once and it wont let me do it again. for some reason the counter is full even though i made it decrease when the timeline ended.
thanks for the Tutorial. i have Problems with the counter, what Settings i Need for it ?
Amazing tutorial thanks man! Question, how did you press square in edit mode? 5:40
Ah! That’s a quick one, just put your controller sensor to ‘remote control’ mode on the second last (I think) tab! :)
I don't why but the trid hit dosen't work no metter what
I am having the same issue. Any fix?
amazing video.
You could do a tutorial on how to make items that give skills.
Similar to Metal Slug letters
I don't understand why i did It equal but only the first damage works and not the second and the third 🤔
same problem. DId you fix it?
@@redhood_dj yes... It was for the length of the timeline... Make the First two shorter and don't make the damage go after the timeline
I think this i what I'm looking for, thanks :)
Idk why but after I use the combo onece it just stops how do I fix that
Yusss this tutorial is perfect 😍
How do we make the animation to do the attack
Great tutorial! But, whenever my character does one combo, it won’t work again. Plz help if you can
Nvm I fixed it! I just connected the On End Trigger to the decrease count.
it didn't go to next move unless kick an enemy?
I did everything as you showed, but my character is exactly doing only one attack animation, although there are three of them.
If you set it up the same way as him you're going to need a dummy to beat on, the movies only switch when it deals damage. make sure the dummy has health and everything
Man thats awesome! Thanks for sharing!
I have my counter wired the same way but for some reason the counter full wire doesnt activate when square is pressed. So the current doesn't travel to the selector. Any idea how to fix?
The current travels to increase count on the counter but stops there
Does the counter light up in black to indicate that it's filled up at all?
@@JimmyJules153 i figured it out, needed to turn on play mode. Thanks!
hello again. whenever i record an animation with a timeline and keyframes, my player gets teleported back to the spot i was recording it in when he starts the animation. so if i make a sword swing, and i hit R1 to sword swing a mile from where i recorded it, it will teleport me to the spot i recorded it in and then teleport me back to the previous location, when done.
Make sure you haven't animated the *puppet group*. if you edit the keyframe, press triangle on the character when you're scoped out of it and that should fix it up :)
@@JimmyJules153 so instead of scoping into the puppet to edit it, i should press triangle? thanks!
Does it only move on to the next attack when you've done damage or is there a way to change that ?
This setup only moves on when you’ve done damage, but you could remove the counter in there and it’d just let them keep pressing the button and keep progressing through the selector :)
Hey it kind of sounds like you’re using a mouse and keyboard. How?
I haven't tried it, but I read in another comment that all you have to do is plug in a USB mouse or keyboard to your ps4
I used this circuit on one puppet and it worked great! However I used it on a second one and the puppet freezes half way through the second animation?
Huh that's a bit of a weird one🤔 i'm not sure what might be going on there.. is there any chance you could shoot through a vid of what's happening there if you haven't worked it out?
make sure youre timelines aren't set to play 'once', that's the only thing i can think of what might be going on .
Sorry for the late reply - i moved house
JimmyJules153 sure I could send through a vid if you think that could help. I checked all the timelines and they’re all on sustain.
I have a question, so my puppet will only perform the punch animation properly when I walk slowly, if I punch any other time it’ll shrug it’s shoulders but no punch. Any fix?
You could try reducing the ‘arm vigour’ with a keyframe with a keyframe while the punch is active, it’s in the ‘upper body’ bit in the puppet tweak menu :)
i just have one problem, my third animation which was a kick is not playing even though i wired it exactly like yours
if you take a look in 'test mode' can you see what's going on with the signals?
Did you obtain a fix to this as I am having the same issue :(
When I put a knife in my characters hand and the character moves the knife doesn’t stay in the hand it stays in the air? How to fix ?
Try scoping into the hand and then put the knife into it, that way the knife will be attached to the hand
DJ Professor K yeah thanks it worked, do u know any way that I can walk into an object and when the puppet touches the object it teleports to another place?
asura I just bought dreams on the same day I commented that...
Is there a way to make it so that the player can't run/jump while doing the combo? Or stop them from doing the combo while running/jumping. I'd like for the character to stop moving when the attack button is pressed.
Also, thank you for these tutorials! They're amazing and I really appreciate you explaining how it all works so I can figure this stuff out on my own in the future.
You could absolutely do that! If you want them to stop moving completely you could put an advanced mover on them, with the dampening all the way up. If you put the speed to 0 and activate the mover when the combo is active that should stop them dead :)
That was clear! What about if you want to learn a combo only from a certain point of the story?
You could have the non-combo attack on another microchip, then when you unlock the combo you could switch from the basic attach chip to the combo attack chip!
JimmyJules153 so kind of you!! Thank you very much ❤️ subbed
Hello ! Are you using mouse/keyboard on the ps4 ? Does it work on dreams ? It's so smooth !
Haha no i'm just using the DS4, but i'm using remote play to record so it lets you input text with the keyboard which is really handy
Currently when I attack the puppet the character seems to teleport or I assume re set position away from the puppet the combo works fine but it’s hard to pull of when it’s re setting posstion any fix or suggestions?
Double check your keyframes aren’t effecting the puppet group, you’ll want them only to be effecting the parts of the puppet within the group and not the whole thing. Press triangle over the puppet when you’re scoped our to deanimate it :)
JimmyJules153 ah yes that fixed it u absolute legend thanks
I fallow all indications but my second animation never run,but if i delete the timer the second animation appear,please how i can fix that?
Pd:sorry for my english.
Sorry I had a quick look - I couldn’t see any timers! Did you mean the counter or timeline?
@@JimmyJules153 sorry,yes the counter.
Make sure your counter is getting set back to zero after you are doing damage, you should be able to see the signals if you jump into test mode :)
I have trouble plugging my phone charger in... this is impossible
How do you open the controller center
Nvm
Whenever i attack, i do damage to myself, is there anyway to fix that?
Use the labels on your puppet and the health modifier to fix that, just make sure your health modifier labels aren’t the same as your puppet labels
Why my counter has not that black bar?
this is an older version of Dreams, but the ones now use the entire gadget as a visual indicator, so the entire calculator will turn black rather than there being a black bar :)
Can you put this logic chip on dreamiverse
Eep i'm not sure if i've got this scene any more, but i'll double check and post it if i've still got it :)
it stopped at second attack, i think I'm stupid can't figure it out
Ah bugger - not stupid friend, just learning!
If you look in test mode, does your counter reset so you can press the button again? Test mode might help you figure out where it’s going wrong
Same problem T_T
Gwakaaa thankzzz and Insist!
Thanku so much