Excellent video thank you! There are so many "hidden" aspects of gameplay thermo and knowing how everything effects it is so helpful to squeezing every last drop out of it!
Incredibly useful video. I didn't notice so far that merging paints reduced g thermo and also using duplicates instead of cloning also saves thermo. Thank you so much!
I feel like I know why grouping makes you lose your thermo Gameplay thermo stores properties of the object, like collisions and physics. Making them into a group stores extra information.
Excellent point you’re touching here, I had that same issue months ago with my antagonist puppets. To avoid that you should try to keep your enemies as simple as possible, it’s harder than it sounds, make sure they don’t use a lot of gameplay/graphics memory (around 3-5% it’s ok) and also don’t spawn all of them since the begging, make them appear in your scene periodically. That’s a good idea for another tutorial, I’ll get to work 😉
Really useful video, but honestly just shows how poor dreams is for making anything sophisticated. Grouping increases memory, but merging paint decreases it? Separate assets use more memory than building the whole area from one sculpt, kinda makes sense but as you can’t merge different sculpts into one, it’s just pain in the ***** and very unpractical as you can’t make modular assets. Just the fact that the termo is so sensitive and there’s no way to render everything outside the camera to not exist which would save tons of space. No file management, no scene search function… etc.
Well yes there are a few downsides but that won’t stop you from creating some really nice and awesome stuff, sure it’s complicated to learn the non said thermo rules but eventually gets easier to play around it, also gotta admit I completely feel your pain, I’ve been there but there’s not much to be said here, use Dreams as it is or don’t (at least until there’s a new Dreams like software for ps4 out there 🥵)
Well something I’d like to do when I need to use a lot of puppets in a scene (let’s say a survival game with multiple enemies) don’t spawn them all since the beginning of the game, set a bunch of emitters at certain points of your scene so whenever they get active they emit an enemy puppet and whenever this enemy it’s defeated it despawns from your scene making thermo to considerably keep a constant level, also make puppets as light as possible (gameplay and graphics). Finally it depends on what you’re creating, posesión recorder works awesome for complex animations like making a puppet do a bunch of thing in a certain time (running then stop then do something then keep running, etc) and tags are great for simple things like “go over there” or “come over here” 🙂
@@duchatnot I am in the process of adding enemies/prisoners and guards to my scene in a prison break game I am remaking. I wanted the scenes to feel organic, so i needed random routes for them to follow. So the areas are small and the map should be visible to the player so emitters wouldnt work here. I have about 5 prisoners and three guards and the graphics and gameplay thermo are approaching the 90s. Oh last question is it possible to reduce detail on cloned sculpts separately from the rest? I reused the walls to make ceilings, mirrors, assets but when i try to reduce detail to a specific one everything gets looser.
No it’s not possible to lower the detail on clones without affecting every copy but if you really wanna create cheap sculptures I highly recommend turning on “varying lossenes” it’s the best way to create super cheap sculpts 😉 And about your game well, it’s a little bit hard to figure out a solution without knowing the game but what I’m thinking is that you can spawn guards on different sections on the map as the player passes though and if you’re using puppets as background it’s a bad idea, trust me. Btw having thermo that high with so few puppets it’s not normal, you should try making your characters lighter in every sense
@@duchatnot My mistake the thermo is sitting around 74 -80 depending on the scene(everything is linked by a doorway). It basically is a semi open world Gta style prison game. Prisoners & Guards are patrolling the scenes/areas. I tweaked a few things so it runs better. Mainy didnt use every custom character I had created. So its all good now.
Good to read that, maybe try dividing your scene into multiple segments, each segment spawn it’s own set of guards and despawn when players go to the next one or something like that, let me know if you need more help in that subject
Yes, groups are really useful but don’t group a group inside a group of another group 😆 Try reducing their number in your scene or your end up using a lot of you gameplay thermo in groups 😄
That would be something cool to try but unfortunately stamping a shape so big will overheat your graphics thermo, let’s say it depends on what your doing but in most cases it’s ok for creating small - medium size things like rooms, corridors and so on. Try to find balance between graphics and gameplay thermo :)
I didn't know that grouping increased thermo! When duplicating paint make sure you space them out or you will drag down the frame rate.
Yes, a lot of groups will kill your thermo for sure hahaha ❤️
Thanks man
Excellent video thank you! There are so many "hidden" aspects of gameplay thermo and knowing how everything effects it is so helpful to squeezing every last drop out of it!
Incredibly useful video. I didn't notice so far that merging paints reduced g thermo and also using duplicates instead of cloning also saves thermo. Thank you so much!
Thanks to you for watching buddy ❤️
Glad you found this useful 🙂
Dreams is gorgeous. Thank you
Best software ever created ❤️
Thanks to you, friend
300th sub.
Nice work on this channel man. Looking forward to more in the future 👍👍
Awesome! Thank you very very much for your support buddy ❤️😄
Gameplay thermo gets really high when making an open world
I bet so, I hope you find these tips useful 🙂
Great great video
Thank you very much brother 🙌🏻
Thanks for the tips!
You’re very welcome Trev!
Good helpful video, dude!
Thank you very much brother ❤️
I feel like I know why grouping makes you lose your thermo
Gameplay thermo stores properties of the object, like collisions and physics. Making them into a group stores extra information.
Probably that’s why, never dug too much into this but anyways, let’s avoid excessive grouping 😄
The thermo is on ps2 or lower level like we cant even put a scene with 4 enemies sometimes without running in slow motion its ridiculous.
Excellent point you’re touching here, I had that same issue months ago with my antagonist puppets.
To avoid that you should try to keep your enemies as simple as possible, it’s harder than it sounds, make sure they don’t use a lot of gameplay/graphics memory (around 3-5% it’s ok) and also don’t spawn all of them since the begging, make them appear in your scene periodically.
That’s a good idea for another tutorial, I’ll get to work 😉
@@duchatnot thanks for you advice and yes looking forward for it! I hope they will bring an update someday where we have less gameplay cost
Really useful video, but honestly just shows how poor dreams is for making anything sophisticated. Grouping increases memory, but merging paint decreases it? Separate assets use more memory than building the whole area from one sculpt, kinda makes sense but as you can’t merge different sculpts into one, it’s just pain in the ***** and very unpractical as you can’t make modular assets. Just the fact that the termo is so sensitive and there’s no way to render everything outside the camera to not exist which would save tons of space. No file management, no scene search function… etc.
Well yes there are a few downsides but that won’t stop you from creating some really nice and awesome stuff, sure it’s complicated to learn the non said thermo rules but eventually gets easier to play around it, also gotta admit I completely feel your pain, I’ve been there but there’s not much to be said here, use Dreams as it is or don’t (at least until there’s a new Dreams like software for ps4 out there 🥵)
How could I increase the amount of puppets on screen. Also is possesion recorder better or worse than following tags for thermo?
Well something I’d like to do when I need to use a lot of puppets in a scene (let’s say a survival game with multiple enemies) don’t spawn them all since the beginning of the game, set a bunch of emitters at certain points of your scene so whenever they get active they emit an enemy puppet and whenever this enemy it’s defeated it despawns from your scene making thermo to considerably keep a constant level, also make puppets as light as possible (gameplay and graphics).
Finally it depends on what you’re creating, posesión recorder works awesome for complex animations like making a puppet do a bunch of thing in a certain time (running then stop then do something then keep running, etc) and tags are great for simple things like “go over there” or “come over here” 🙂
@@duchatnot I am in the process of adding enemies/prisoners and guards to my scene in a prison break game I am remaking. I wanted the scenes to feel organic, so i needed random routes for them to follow.
So the areas are small and the map should be visible to the player so emitters wouldnt work here. I have about 5 prisoners and three guards and the graphics and gameplay thermo are approaching the 90s.
Oh last question is it possible to reduce detail on cloned sculpts separately from the rest? I reused the walls to make ceilings, mirrors, assets but when i try to reduce detail to a specific one everything gets looser.
No it’s not possible to lower the detail on clones without affecting every copy but if you really wanna create cheap sculptures I highly recommend turning on “varying lossenes” it’s the best way to create super cheap sculpts 😉
And about your game well, it’s a little bit hard to figure out a solution without knowing the game but what I’m thinking is that you can spawn guards on different sections on the map as the player passes though and if you’re using puppets as background it’s a bad idea, trust me.
Btw having thermo that high with so few puppets it’s not normal, you should try making your characters lighter in every sense
@@duchatnot My mistake the thermo is sitting around 74 -80 depending on the scene(everything is linked by a doorway).
It basically is a semi open world Gta style prison game. Prisoners & Guards are patrolling the scenes/areas.
I tweaked a few things so it runs better. Mainy didnt use every custom character I had created. So its all good now.
Good to read that, maybe try dividing your scene into multiple segments, each segment spawn it’s own set of guards and despawn when players go to the next one or something like that, let me know if you need more help in that subject
Thanks for the tips! So should we try and use as few groups as possible? Does this also apply to groups within groups?
Yes, groups are really useful but don’t group a group inside a group of another group 😆
Try reducing their number in your scene or your end up using a lot of you gameplay thermo in groups 😄
so, are you saying to avoid duplicated assets causing over heat, it’s better to encase the whole scene in like a box?
That would be something cool to try but unfortunately stamping a shape so big will overheat your graphics thermo, let’s say it depends on what your doing but in most cases it’s ok for creating small - medium size things like rooms, corridors and so on.
Try to find balance between graphics and gameplay thermo :)
As with everything, there is a balance. And that's whats tricky to get right.