To keep in style of arcade fighters you may wanna adjust it so you can’t hold down the attack button so that you can’t spam the attack. You can connect the attack button to the play of a timer set to 0.1 second and connect the attack button to a NOT gate that is connected to the reset of the timer. Then connect the timer to a counter set to 1 that connects to the attack timeline and have the timeline’s finished output connect to the counters reset. I know it’s not the best explanation but I’ve implemented it into my game and it’s making it feel a bit smoother!
Thanks for the advice 😁 and I think I will add things like cooldowns and prevent abilities from being spanmable in my finishing touches vid at the end, just cuz I wanna focus on the core elements for each video and then add the bells and whistles at the end 😁🤓
Hey, quick question, uh, how do you save on buttons by requiring a direction and a button press for an attack. It doesn't have to be street fighter complicated but more... smash bros simple?
Hey mate! I would use an AND gate. So, for example the ability will only work when you press up on the d-pad and square. Wire both of those inputs into the AND gate, and use the output of that AND gate to power your ability! 🤓 I go over how to do this in my super attack video 🤓
Hey, thank you so much for this! But can you explain on how I would do this if I wanted to add a different button to my combos. Example: square triangle circle?
Thanks for your comment! 😁 One way would be to add a controller sensor (set to remote control) to each of the outputs. So when you press Square, it goes to output B. Connect a controller sensor to output B and make it so that when Triangle is pressed it goes to output C. Then repeat that process. It's not the best solution as it could end up being quite thermo heavy. But that's how I'd do it until I figured out a better way 😂👍
@@meanlad oh okay! Thank you so much for replying, I will try it out! And one more question, do you have any idea on how to do character and map selection?
@@eagletears945 It's a pleasure!Those will be coming in future vids! Had a character select planned but didn't think of the map select screen. Thanks for the idea :D
@@meanlad Did you ever find a better way? I'd like to go from light to medium to heavy to special for combos on separate buttons and am having trouble finding a solution to this. Any help greatly appreciated
when i move before i use the attack button it will zip me back to the center of it then when i do the combo he gets thrown out the game and it restarts
So right now if I press all the attacks, all of the animations happen all at once and this can causes the character to freak out. Is there a way to make it to where u can only do one attack at a time or make it to where an input is registered only after an animation is completed? So that if I press light and medium punch, only the first one I pressed occurs.
Hey my dude! I've been working on this issue in some of my other dreams. I'm planning on doing a video on Interruptions that will allow you to cancel an enemy attack by hitting them before the animation is over. Built into that will also be a section on how to prevent mashing buttons at the same time and doing multiple things simultaneously. I did do a video on similar stuff before (check out my Ability Cooldown video) :D Sorry I took so long to respond!
I want to do an animation sort of like a karate chop (it's going to end up being swinging a sword) where the arm is raised and then swung down. When trying to make two key frames to make that happen, after the initial arm raise, it snaps back to the default position before moving down into the final position. How do I do this without the arm snapping back to the default position after the arm raise?
Thanks for the question :D It sounds like you need to add a blend between the two keyframes (you can do so with L1 and X when hovering between the two keyframes). And I would use 4 keyframes like this: Keyframe 1: default keyframe with no changes Keyframe 2: arm raised into the air Keyframe 3: arm chop Keyframe 4: default keyframe again This way the arm goes from the rest position to a raised position, then it chops and finally returns to the rest position again. This allows you to transition nicely and do the attack multiple times in a row! Let me know if this solves your problem :D
@@meanlad thats the strange part. I do have blends between the keyframes. The arm raise works perfectly fine. It’s for the arm raise to the downward chop part that it does the weird snap back to default position. Even though there’s a blend there. Maybe I need to have the whole thing done? I haven’t put the 4th keyframe going back to resting position yet. But I don’t know why that would make that issue happen.
It might be that the health modifier from your punches is dealing damage to the friend tag (so it would deal damage to yourself, kill you and make you respawn) 🤓 so I would double check the tags affected by the health modifier and maybe also reduce the damage dealt 😁
@@meanlad btw am stuck at 2 more things and would love to have a tutorial 1st) i want to make a snake puppet, my younger brother gave me a game idea that he wants to be made in dreams and the main character is a normal snake. 2nd) In tekken 7 the dlc character eliza has this ex attack thats a wave attack i want to recreate something like that in dreams, anything is appreciated.
This is amazing, but for some reason when I follow the steps and add the 3rd punch it doesn't work. Tried putting LP3 timeline in a different chip and it works on it's own, just not coming out of output D... Anyone know why? I'm losing my mind!
It could be related to the timing? Maybe there isn't enough time for the punch to be activated 🤔 also check that the timeline playback mode set to once 🤔🤓
“Alrighty”
- meanland, 2020
🤣🤣🤣🤣
@@meanlad oh thankx for pinning me
To keep in style of arcade fighters you may wanna adjust it so you can’t hold down the attack button so that you can’t spam the attack.
You can connect the attack button to the play of a timer set to 0.1 second and connect the attack button to a NOT gate that is connected to the reset of the timer. Then connect the timer to a counter set to 1 that connects to the attack timeline and have the timeline’s finished output connect to the counters reset.
I know it’s not the best explanation but I’ve implemented it into my game and it’s making it feel a bit smoother!
Thanks for the advice 😁 and I think I will add things like cooldowns and prevent abilities from being spanmable in my finishing touches vid at the end, just cuz I wanna focus on the core elements for each video and then add the bells and whistles at the end 😁🤓
I'm continuing with the tutorial...but ..how did you learn?! I, I did all the tutorials of dreams.. but, remember the steps, it's a feat..
Could you make tutorial for VR? Btw nice vid
I've got one in the works :D Thanks so much!
Hey, quick question, uh, how do you save on buttons by requiring a direction and a button press for an attack. It doesn't have to be street fighter complicated but more... smash bros simple?
Hey mate! I would use an AND gate. So, for example the ability will only work when you press up on the d-pad and square. Wire both of those inputs into the AND gate, and use the output of that AND gate to power your ability! 🤓 I go over how to do this in my super attack video 🤓
Hey, thank you so much for this! But can you explain on how I would do this if I wanted to add a different button to my combos. Example: square triangle circle?
Thanks for your comment! 😁 One way would be to add a controller sensor (set to remote control) to each of the outputs. So when you press Square, it goes to output B. Connect a controller sensor to output B and make it so that when Triangle is pressed it goes to output C. Then repeat that process. It's not the best solution as it could end up being quite thermo heavy. But that's how I'd do it until I figured out a better way 😂👍
@@meanlad oh okay! Thank you so much for replying, I will try it out! And one more question, do you have any idea on how to do character and map selection?
@@eagletears945 It's a pleasure!Those will be coming in future vids! Had a character select planned but didn't think of the map select screen. Thanks for the idea :D
@@meanlad oh nice! Looking forward to it🙌🏾. Thank you so much❤️ and no problem, thank you for helping
@@meanlad Did you ever find a better way? I'd like to go from light to medium to heavy to special for combos on separate buttons and am having trouble finding a solution to this. Any help greatly appreciated
when i move before i use the attack button it will zip me back to the center of it then when i do the combo he gets thrown out the game and it restarts
Hello! I'm a little late but, is there a way of easing animations? I'm new to dreams and I'm still just experimenting.
Hey mate, are you using keyframes to Animate? 🤓 Let me know some more and maybe I can help 😁
@@meanlad yes I am, for example a wave, is there a way to ease the movement in and out?
So right now if I press all the attacks, all of the animations happen all at once and this can causes the character to freak out. Is there a way to make it to where u can only do one attack at a time or make it to where an input is registered only after an animation is completed? So that if I press light and medium punch, only the first one I pressed occurs.
Hey my dude! I've been working on this issue in some of my other dreams. I'm planning on doing a video on Interruptions that will allow you to cancel an enemy attack by hitting them before the animation is over. Built into that will also be a section on how to prevent mashing buttons at the same time and doing multiple things simultaneously. I did do a video on similar stuff before (check out my Ability Cooldown video) :D Sorry I took so long to respond!
I want to do an animation sort of like a karate chop (it's going to end up being swinging a sword) where the arm is raised and then swung down. When trying to make two key frames to make that happen, after the initial arm raise, it snaps back to the default position before moving down into the final position. How do I do this without the arm snapping back to the default position after the arm raise?
Thanks for the question :D It sounds like you need to add a blend between the two keyframes (you can do so with L1 and X when hovering between the two keyframes). And I would use 4 keyframes like this:
Keyframe 1: default keyframe with no changes
Keyframe 2: arm raised into the air
Keyframe 3: arm chop
Keyframe 4: default keyframe again
This way the arm goes from the rest position to a raised position, then it chops and finally returns to the rest position again. This allows you to transition nicely and do the attack multiple times in a row! Let me know if this solves your problem :D
@@meanlad thats the strange part. I do have blends between the keyframes. The arm raise works perfectly fine. It’s for the arm raise to the downward chop part that it does the weird snap back to default position. Even though there’s a blend there. Maybe I need to have the whole thing done? I haven’t put the 4th keyframe going back to resting position yet. But I don’t know why that would make that issue happen.
19:43 Wait you're south African I'm south African too!
Haaaahzit my bru!
Why do i sometimes just die and respawn?
It might be that the health modifier from your punches is dealing damage to the friend tag (so it would deal damage to yourself, kill you and make you respawn) 🤓 so I would double check the tags affected by the health modifier and maybe also reduce the damage dealt 😁
Will there be a Special moves video, like a projectile?
Absolutely! I'm thinking of a Hadoken (projectile) as well as a super punch / super kick-style special moves :D
Also check out my Fireball ability guide if you want to see something like this built from scratch :D
@@meanlad I looked at the Thunder one,because I am making Raiden first
Noooice :D
How to add a transition ! ! !
Yo Advit, what sort of transition are you looking for? 🤓
@@meanladthanks for replying, I figured it out on my own.
@@advitparashar116 awesome mate! Glad you figured it out 🤩🙌🏻
@@meanlad btw am stuck at 2 more things and would love to have a tutorial
1st) i want to make a snake puppet, my younger brother gave me a game idea that he wants to be made in dreams and the main character is a normal snake.
2nd) In tekken 7 the dlc character eliza has this ex attack thats a wave attack i want to recreate something like that in dreams, anything is appreciated.
This is amazing, but for some reason when I follow the steps and add the 3rd punch it doesn't work. Tried putting LP3 timeline in a different chip and it works on it's own, just not coming out of output D... Anyone know why? I'm losing my mind!
It could be related to the timing? Maybe there isn't enough time for the punch to be activated 🤔 also check that the timeline playback mode set to once 🤔🤓
Permission to use meanlads BAM sound effect
UUULLLTTTTRRRRAAAAAA CCCOOOOOOMMMMBBBBBOOOOOOOO
C-C-C-COMBO!