As someone, who is learnt and working in kinda related things to this software in life, and after watching the built in tutorials feel dumb, as can't even make an own animation... I appreciate your work. Your videos should be in the tutorial part of the game
For the bricks, instead of setting a counter and powering the keyframe forever more, you could instead turn on "keep changes" on the keyframe. Power it for any length of time, and that setting will always be changed. For anyone wondering, the "Object deleted - centre too far from origin" message isn't anything to worry about. That shows when an object is physically falling "forever" but is just way too far from the centre of the scene to be worth processing the physics for. This distances is pretty humongous, so don't worry too much about it. Most of the time, you'll want to just add logic to delete it when it's fallen out of sight anyway. Timed links now added for this video. docs.google.com/document/d/1gvFqQl84-kEIO0u3PRTXmXMQDEcnV8kCm80bLNur_7M/edit#heading=h.ommev5qcfpvx
jimmy i got a quick question, 1. what is the look at me and follow me tags are in the puppet / what does it do? 2. why is there an auto guide within a puppet?
Thank you for your tutorials! I get the message through quicker than the ingame ones. Would you know how to program an NPC to run to a defined point or object?
can you do more specific game design tutorials for Dreams? like how one would create a working health bar, developing enemy A.I, a lock-on system, etc. things like that
Neon gives pretty poor explanations. From what I understand jimmy is covering the basics for everyone and working his way up to more complicated stuff so he doesn’t break everyone’s brains
In a situation were I possed the puppet then went into an inventory menu were I use the imp to select an item the imp doesn't interact. I can move it and it grabs but it doesn't cause the proper interaction. I have in the puppet logic "Allow imp during possession" selected. So it seems after I posses it's not wanting to work. All the logic works before I possess. Any tips, ty!
In regards to the bricks... would you need to use a destroyer for the brick once it hits out of frame or does it, for all intents and purposes, destroy itself out of frame. I'm just wondering for thermo reasons
Lisa the bricks would destroy themselves if they fell more than 10km from the centre of the scene, but if they didn’t have a destroyer on them they’d never be destroyed if they didn’t fall off the scene. You might be best using an ‘emitter’ to emit the wall as a whole when the player gets in the area. That way when the player gets past the wall, you could use the ‘destroy emitted objects’ input on it to destroy all the bricks at once when the player manages to get past them :) that way you wouldn’t need a destroyer on any of them
Hello. I just started and made my small little island with waterfall and cave. now i can't find out, how, if the player stands close to an object (i.e. a guitar) he can press X and for example a sound starts playing or a text appears. i know how to do the sounds or texts but can't find how to trigger the x button and make the "X" visible on screen (so that the player knows he can interact here) could you help me?
You’d need a trigger zone and a tag, a text displayed and an ‘and’ gate. When the player is in the trigger zone, turn on the text gadget with ‘x’ in it to display it on the screen. When the player is in the trigger zone AND (and gate) they press the X button, play the sound / text. You can use a wireless transmitter and receiver to transmit the ‘x’ signal from your puppet to the area around the trigger zone. I’ve done a video on each of the gadgets I mentioned so take a look if you need more info on how they each work and how you’d use them together :)
For some reason the part at 3:16 That option does not exist for an already premade sculpture.. like I made my own coffee cup a few days ago and today I imported into my game scene and tried to do this but all there is the movable option and a couple of other stuff but not that.. can anyone help?
I don’t keep the tuts after I’m finished with them so there’s nothing to copy sorry, but if you go to the physics page of the sculpt there’s an ‘imp interaction’ section down the bottom of the tweak menu :) hope that helps a bit
It's a truly great thing you are doing for the community and I thank you
This software is ridiculously powerful
As someone, who is learnt and working in kinda related things to this software in life, and after watching the built in tutorials feel dumb, as can't even make an own animation... I appreciate your work. Your videos should be in the tutorial part of the game
I dont even have a PS4 and I love these , keep It up!
For the bricks, instead of setting a counter and powering the keyframe forever more, you could instead turn on "keep changes" on the keyframe. Power it for any length of time, and that setting will always be changed.
For anyone wondering, the "Object deleted - centre too far from origin" message isn't anything to worry about. That shows when an object is physically falling "forever" but is just way too far from the centre of the scene to be worth processing the physics for. This distances is pretty humongous, so don't worry too much about it. Most of the time, you'll want to just add logic to delete it when it's fallen out of sight anyway.
Timed links now added for this video. docs.google.com/document/d/1gvFqQl84-kEIO0u3PRTXmXMQDEcnV8kCm80bLNur_7M/edit#heading=h.ommev5qcfpvx
Media molecule should for real add all these man tutorials on each of their logics
jimmy i got a quick question,
1. what is the look at me and follow me tags are in the puppet / what does it do?
2. why is there an auto guide within a puppet?
Thank you for your tutorials!
I get the message through quicker than the ingame ones.
Would you know how to program an NPC to run to a defined point or object?
If you put a ‘follower’ on the puppet and a tag where you want it to go, the puppet will go towards the object with the tag on it :)
When I try that, the puppets do not move.
Can you also use it to do grab attacks? Like in tekken, mortal combat etc.
can you do more specific game design tutorials for Dreams? like how one would create a working health bar, developing enemy A.I, a lock-on system, etc. things like that
Hi, some of these are on the channel neonthecoder. He is good but never replies to comments so... yeah check him out.
Neon gives pretty poor explanations. From what I understand jimmy is covering the basics for everyone and working his way up to more complicated stuff so he doesn’t break everyone’s brains
@@dionisis4911 I actually totally agree lol
@@dionisis4911 neon alsp has a bad audio mic
In a situation were I possed the puppet then went into an inventory menu were I use the imp to select an item the imp doesn't interact. I can move it and it grabs but it doesn't cause the proper interaction. I have in the puppet logic "Allow imp during possession" selected. So it seems after I posses it's not wanting to work. All the logic works before I possess. Any tips, ty!
Can I use hover and button pressed input and a emitter to emit towards the hovered element?
In regards to the bricks... would you need to use a destroyer for the brick once it hits out of frame or does it, for all intents and purposes, destroy itself out of frame. I'm just wondering for thermo reasons
Lisa the bricks would destroy themselves if they fell more than 10km from the centre of the scene, but if they didn’t have a destroyer on them they’d never be destroyed if they didn’t fall off the scene.
You might be best using an ‘emitter’ to emit the wall as a whole when the player gets in the area. That way when the player gets past the wall, you could use the ‘destroy emitted objects’ input on it to destroy all the bricks at once when the player manages to get past them :) that way you wouldn’t need a destroyer on any of them
Hello. I just started and made my small little island with waterfall and cave. now i can't find out, how, if the player stands close to an object (i.e. a guitar) he can press X and for example a sound starts playing or a text appears. i know how to do the sounds or texts but can't find how to trigger the x button and make the "X" visible on screen (so that the player knows he can interact here) could you help me?
You’d need a trigger zone and a tag, a text displayed and an ‘and’ gate.
When the player is in the trigger zone, turn on the text gadget with ‘x’ in it to display it on the screen. When the player is in the trigger zone AND (and gate) they press the X button, play the sound / text. You can use a wireless transmitter and receiver to transmit the ‘x’ signal from your puppet to the area around the trigger zone.
I’ve done a video on each of the gadgets I mentioned so take a look if you need more info on how they each work and how you’d use them together :)
JimmyJules153 thank you very mich for your quick reply
For some reason the part at 3:16
That option does not exist for an already premade sculpture.. like I made my own coffee cup a few days ago and today I imported into my game scene and tried to do this but all there is the movable option and a couple of other stuff but not that.. can anyone help?
It's not working for me
Is there something i miss like make the object movable.. Which i did already and still not working
I don’t keep the tuts after I’m finished with them so there’s nothing to copy sorry, but if you go to the physics page of the sculpt there’s an ‘imp interaction’ section down the bottom of the tweak menu :) hope that helps a bit
@@JimmyJules153 yes it did helps.. Your the master of logic baby 😘✌🏾
you are awesome thanks
Nice 1
thanks
Where is the grab sensor for fucking puppets? 2 years later still a pain in the ass to make puppets do things like swinging and grabbing objecta
Can i copy your logic please
What's your psn id