Your tutorials are awesome, along with your animation. It's really helped me alot, I find the Logic to be the hardest part of dreams with animation second.
im trying to use this video to figure out how to do a 3 punch combo string by pressing square 3 times (like you get in a lot of platformers). This is totally too confusing to figure out for me. Do you think you can explain how i can do that? Or maybe a video tutorial? Im sure a lot of people would love to know how to do that :)
How do you make the character do the second jump while in mid-air and create a custom animation that is connected with it? Don't know if it's possible to create a custom animation for it if you use the double jump setting from the puppet tweak menu...
You could definitely do it with a keyframe, I used a mover to allow different options other than a straight jump. For example, you could increase the speed going backwards for a backflip, or increase the speed forwards for a long jump. There's more flexibility with a mover, and the idea with this tutorial is to make it easy to make your own changes without having to rewire things :)
A little feedback for your next tutorial. (These are great, by the way!) It sounds like the audio from the PS4 is being doubled somehow? A good way of keeping the windows "tamed" is by snapping them to the screen. Then you can move them around, scale them down etc. however you like. And when you want to see the character for testing, you can just drag them to the side. Makes it a lot easier to see what happening. ^^ The logic parts went a bit too fast, I think. I can kinda keep up because I'm used to how logic works in Dreams. But there's a lot of windows open and none of them are labelled, and some aspects are sort of brushed over without much explanation as to *why* you're laying things out a certain way, and why would happen if you *didn't* do it this way. It think the logic all makes sense. Just could use a bit of a slower deliberate explanation of some of it for newcomers. Some tips for the logic side/settings, for anyone interested: Anywhere in dreams, "damping" means that gadget's ability to slow the object/change down after it reaches the target. Speed (or whatever makes sense for that gadget) means the *target* speed. And "strength" means that gadget's ability to push the object to reach that speed, forcing it against physics like gravity, friction, etc. So in this case, the jump could have the strength turned up to make sure the speed is set to the target instantly. Also, as the move is only ever moving in a single direction, you could use a non-advanced mover instead. Not sure what is meant by "resetting the timer is important so that if you repeat the jump it won't break anything." Or "if you misplug anything it will break." These sound pretty scary if you're new to Dreams. As if if you wire it wrong you won't be able to correct it, and it'll be broken forever or something? And I've been making logic since the beta, and I don't know what you meant by these parts XD I assume you could just increase the jump height with a keyframe, instead of using a mover? Or visa versa--use the mover for *all* jumps? To add a blend/tween between keyframes, place both keyframes on the same row of the timeline. The press L1 + X in the space between them to cycle through different kinds of tweens. If things are getting too cramped to see what's going on in the timeline, you can scale it horizontally by using L1 + left/right. This can be useful to get the fine timing of something just how you like it.
Obviously I'm new to this whole tutorial thing xD I'll try and organize everything better next time. As far as the speed of the video, I was trying my best to keep things short and to the point, assuming that anyone trying to follow could always pause and/or rewind any part, but I will try to make things more clear in the future. The purpose of the mover is too allow flexibility in terms of directional movement. Although as a jump it of course goes up, it can be adjusted to go backwards for a backflip as an example. When I say things will "break", I mean they will glitch out. I have, prior to this video, done numerous tests for this mechanic, all of which ended in failure. Although I'm sure the logic can be tweaked and improved, I found that deviating from this method presented here can quickly have things not working, so I wanted to be sure that anyone attempting this understood when they needed to follow the logic as precisely as possible. Overall thanks for the input :)
Hey I have a question about the rolling animation, when I make the rolling animation and attempt to use it, it sends me back to the location where I created the rolling animation? Any idea what may be happening!??
It could be because you moved the entire puppet outside of being scoped into it. You always want to scope in until you see the purple disc below your puppet. If you moved your puppet before scoping in, it will save its position within the level. I briefly went over this in the Custom Running Tutorial :)
Haha okay I will have to rewatch this video to see if I missed that and the running one haha but don’t you have to be out of the puppet far enough that when you select it your able to rotate his entire body at once? Lol must have just done one too far thanks
@@aaronjuteau5133 When rotating the body it's best to scope in and rotate the pelvis. The rest of the body should follow and it will prevent teleportation :)
Alright so I was able to get him to rotate around his pelvis now but his legs go a little wobbly when he rolls? I am pretty sure I de-animated the heels when I did each keyframe and it looks good when I play the timeline. Could another animation or something else be messing with it?
MORE! MORE! MORE! ok, all jokes aside, you have a way of explaining that no other dreamer youtuber has, so keep them coming
I wish you would do more tutorials!!! That was so helpful to figure a lot of things out. Your way to explain everything is perfect.
Your tutorials are awesome, along with your animation. It's really helped me alot, I find the Logic to be the hardest part of dreams with animation second.
Very useful and very well explained. Btw you sound like Ross from friends.
Excellent tutorial. You've got a great tutorial voice. Keep it up.
Thanks so much for this. This will be useful for sure.
im trying to use this video to figure out how to do a 3 punch combo string by pressing square 3 times (like you get in a lot of platformers). This is totally too confusing to figure out for me. Do you think you can explain how i can do that? Or maybe a video tutorial? Im sure a lot of people would love to know how to do that :)
Im trying to do a combo string to so tell me how to do it if u get any info plz
Im trying to do a combo string to so tell me how to do it if u get any info plz
Is this Bob Ross's son?
good work dude. do more tutorials
Is there a way to make a vehicle that work similar to the boats in crash bandicoot?
Hey mr woosh could you show us or me atleast how to achieve a charged jump like in the game prototype? I want my character to have some mad hops
Thank you and happy tripple jumping!
when i move faster the flip does not move smoothly it goes all over the place how do i fix that?
How do you make the character do the second jump while in mid-air and create a custom animation that is connected with it? Don't know if it's possible to create a custom animation for it if you use the double jump setting from the puppet tweak menu...
Literally, like it should be that simple but it doesnt work at all
MUITO BOM!!
NICEEE
How did you make the "dismount"
question, see any reason why to not just change the "jump hights" in the puppet on a key frame instead of using the mover?
You could definitely do it with a keyframe, I used a mover to allow different options other than a straight jump.
For example, you could increase the speed going backwards for a backflip, or increase the speed forwards for a long jump. There's more flexibility with a mover, and the idea with this tutorial is to make it easy to make your own changes without having to rewire things :)
A little feedback for your next tutorial. (These are great, by the way!)
It sounds like the audio from the PS4 is being doubled somehow?
A good way of keeping the windows "tamed" is by snapping them to the screen. Then you can move them around, scale them down etc. however you like. And when you want to see the character for testing, you can just drag them to the side. Makes it a lot easier to see what happening. ^^
The logic parts went a bit too fast, I think. I can kinda keep up because I'm used to how logic works in Dreams. But there's a lot of windows open and none of them are labelled, and some aspects are sort of brushed over without much explanation as to *why* you're laying things out a certain way, and why would happen if you *didn't* do it this way. It think the logic all makes sense. Just could use a bit of a slower deliberate explanation of some of it for newcomers.
Some tips for the logic side/settings, for anyone interested:
Anywhere in dreams, "damping" means that gadget's ability to slow the object/change down after it reaches the target. Speed (or whatever makes sense for that gadget) means the *target* speed. And "strength" means that gadget's ability to push the object to reach that speed, forcing it against physics like gravity, friction, etc.
So in this case, the jump could have the strength turned up to make sure the speed is set to the target instantly.
Also, as the move is only ever moving in a single direction, you could use a non-advanced mover instead.
Not sure what is meant by "resetting the timer is important so that if you repeat the jump it won't break anything." Or "if you misplug anything it will break." These sound pretty scary if you're new to Dreams. As if if you wire it wrong you won't be able to correct it, and it'll be broken forever or something? And I've been making logic since the beta, and I don't know what you meant by these parts XD
I assume you could just increase the jump height with a keyframe, instead of using a mover? Or visa versa--use the mover for *all* jumps?
To add a blend/tween between keyframes, place both keyframes on the same row of the timeline. The press L1 + X in the space between them to cycle through different kinds of tweens.
If things are getting too cramped to see what's going on in the timeline, you can scale it horizontally by using L1 + left/right. This can be useful to get the fine timing of something just how you like it.
Obviously I'm new to this whole tutorial thing xD
I'll try and organize everything better next time. As far as the speed of the video, I was trying my best to keep things short and to the point, assuming that anyone trying to follow could always pause and/or rewind any part, but I will try to make things more clear in the future.
The purpose of the mover is too allow flexibility in terms of directional movement. Although as a jump it of course goes up, it can be adjusted to go backwards for a backflip as an example.
When I say things will "break", I mean they will glitch out. I have, prior to this video, done numerous tests for this mechanic, all of which ended in failure. Although I'm sure the logic can be tweaked and improved, I found that deviating from this method presented here can quickly have things not working, so I wanted to be sure that anyone attempting this understood when they needed to follow the logic as precisely as possible.
Overall thanks for the input :)
Hey I have a question about the rolling animation, when I make the rolling animation and attempt to use it, it sends me back to the location where I created the rolling animation? Any idea what may be happening!??
It could be because you moved the entire puppet outside of being scoped into it. You always want to scope in until you see the purple disc below your puppet. If you moved your puppet before scoping in, it will save its position within the level.
I briefly went over this in the Custom Running Tutorial :)
Haha okay I will have to rewatch this video to see if I missed that and the running one haha but don’t you have to be out of the puppet far enough that when you select it your able to rotate his entire body at once? Lol must have just done one too far thanks
@@aaronjuteau5133 When rotating the body it's best to scope in and rotate the pelvis. The rest of the body should follow and it will prevent teleportation :)
Alright so I was able to get him to rotate around his pelvis now but his legs go a little wobbly when he rolls? I am pretty sure I de-animated the heels when I did each keyframe and it looks good when I play the timeline. Could another animation or something else be messing with it?
@@aaronjuteau5133 It could be that the procedural animations are still active