Mm Dev- Ed / Martin

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  1. 2 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Hi! Good suggestions here, but here's a leftfield alternative for you:

    Try grabbing a sound of a light, I recommend "Electric Wiring Hum", found in Ambient Spots.

    Turn it into an instrument (page one tweak at the bottom)

    Turn music snap off.

    Use the imp to perform and record the light sound, as if it were strobing. zzzz zzz zzz zzzz

    Make it loop (page one, clip playback: looping)

    Now you have the sound of the light buzzing, wire the output "note on" into your light! The sound now powers the light!

  2. 3 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Hi,
    You need to turn on solo mute buttons in a timeline first - tweak the timeline, go to page 2, then hit the button called Show Sidebar.

  3. 1 vote
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    5 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    I think the preview UI only appears for creations categorised as Music or Sound Effect.
    Ed

  4. 1 vote
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    6 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Hi Winess!

    Just a tip - you can make randomised sounds without using a randomiser. Try opening the sound's Slice Editor (L1 + X) - Slice Editor icon is also the button that looks like 3 faders, on the top of the canvas.

    Drop all the alternative sounds into this one canvas, and now when that sound is played it will choose one slice from the list.

    This makes it easier to manage volume / effects.

    You can also use the slice editor to normalise the slices - ie make them louder, if some are quieter. If you tweak a slice you should expand an editor window within the canvas, and you can drag the top or bottom bars to adjust it's volume.

    Ed

    Ed

  5. 3 votes
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    7 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Denjo that is exciting! I want to check this out

  6. 2 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Hi! So this is an issue with the preview system - the game just captures the last 12 seconds of audio from your creation and removes the silence between them. This is largely useful, but for single short sounds it's hard to make sure the preview is accurate.

    The way around it at the moment is to:

    1) Hit Options - Save Version - Edit Audio Preview
    2) Back out of the menus back to the creation, pressing circle a few times
    This resets the preview recording,
    3) In your creation, make the sound play just once (however you like: perform it, hit play etc)
    4) Now navigate to the Edit Audio Preview button and hopefully you'll see and hear just the single sound.

    Hope this helps
    Ed

  7. 1 vote
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    While we don't have an explicit "Favourites" functionality (or something like it, yet), don't forget that collections are a powerful and flexible way of isolating and organising things for reference later. They're not quite as quick as a "Favourite" button would be, but stay tuned.

    Martin

  8. 2 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Hi MadPropz,

    It's actually because most games we make, (and seemingly you guys do too) feature 3rd person mechanics. When in 3rd person, it makes more sense to keep what's visible - audible. And what's hidden behind you, less audible.

    Obviously the world doesnt quite work like that in real life, but when you have a lot of sounds in a level, the mix is less cluttered and more focussed if stuff that is off-camera is reduced in volume.

    Finally, because the game camera is the listener in Dreams - and the player character can be tweaked to be far in front of the camera, spinning the camera around can result in you hearing sounds quite prominently that are not near your character - but are near to your camera. Reducing the rear speaker volume by default helps reduce the weird effect this can cause.

    In the future I do want to suggest a feature that allows the listener to be detached from the camera, but that's a way off.

    Thanks!
    Ed

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    Mm Dev- Ed / Martin commented  · 

    good shout Marcilein! Thanks :) The tweak is called Rear Speakers Volume - turn that right up.
    Ed

  9. 1 vote
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    6 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Totally! Just place your walls like any other object, but turn off the "visible" switch in the sculpt's tweak menu, on the fifth tab called "physical properties".

    Martin

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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    There is a legato option in Settings in Sound Mode.

    This means

    a) if you play a second note while holding the first, the two pitches will be joined together.

    b) the new pitch will not trigger a new sample, instead it will pitch bend the first sample to the new pitch.

    You can have fun with this plus the Glide tweak in the pitch page of an instruments tweak menu

  11. 4 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Hi!

    John has got this wrong. Sorry John.

    You are asking if the listener (imaginary microphone) can be detached from the camera. Currently it cannot.

    The way to achieve this would be to add a triggerzone at your sound source, which detects a tag attached to Connie. If the triggerzone has a falloff, the value output by the triggerzone will increase as Connie gets closer regardless of the camera. You can use this value to drive the volume tweak of your sound - or a keyframe doing the same thing.

    Thanks!
    Ed

  12. 1 vote
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Thanks Skillphilac, good answer! There are more character sounds you can use in the sound effects collection under Character.

    Ed

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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Hi, a better way to deal with the looping is to set the sound to slice playback mode: loop, then in the sample mapper, you can create loop points that are not at the start or end.

    This way the sound will start from the beginning and loop within these points

  14. 2 votes
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    RE 2)
    A sound played by a bump / roll / scrape (via collision detector), or a character movement sound (walk, jump, land) can be set to be surface specific.

    First set Row Mapping ON in the last page of the sounds tweaks.
    Then open the sample mapper, you should see a list of available surfaces.
    These rows can be used to setup alternative sounds for different materials.

    To flag a sculpt as one of these materials, tweak it and in the last page (audio surface type) choose from one of the materials :)

  15. 19 votes
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    planned  ·  5 comments  ·  indreams.me 🦕 » Ideas for new features  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    That's definitely on its way :)

    Martin

  16. 2 votes
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    5 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Hi MrKlaw!

    Grouping is a bit simpler than that, you shouldn't need to be scoping unless they're already in a group.

    Make sure you're scoped out, then just click once on your painting, once on your object, then click the little stacked + icon on the right to group them. If you need more help, stay in touch and we'll go through the steps.

    Martin

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    Mm Dev- Ed / Martin commented  · 

    Oh I forgot to say, you can find the Auto Guide gadget in the Gameplay Gear section.

    Martin

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    Mm Dev- Ed / Martin commented  · 

    Hello!

    Just a quick follow up to this to clear things up:

    1) Wasn't quite clear from your post, but you can surface snap whilst painting by opening up the Guides sub-menu and turning it on

    2) You can't surface snap a painting (or other object) alone BUT you can achieve this by snapping the Auto Guide gadget to your painting or object. Tweak this, and turn on the surface snap option. This gadget will then help keep your object adhering to specific guides both inside your own creation and out in the Dreamiverse.

    Hope this helps!

    Martin

  17. 1 vote
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    6 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Hmmm, it definitely should. Have you text searched for it to make sure it's not there? Did you definitely release a Playable dream?

    Martin

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Hi!

    It sounds like you're trying to do one thing to get around a different thing, so I'll explain both

    Firstly, it sounds like you're worried you've categorised something wrong: sculpture instead of character. You can change the category really easily! Just go to the cover page of your creation, scroll to the right, and you should see your existing category. In this case, I imagine it says "Sculpture". Click that, and click the little back arrow at the top, then you can select Character, along with a sub-category if you wish.

    Secondly, if you still want to create a collection, there are a few ways to do this. The main method is to head to Start Fresh with a new creation, either from your profile or DreamShaping, click Collection, and you'll land in a fresh, empty collection. Then you can click the magnifying glass to add anything you want to it, and place them as you wish. When you're ready, press Options, save it, then Save Version to release it.

    Hope this helps!

    Martin

  19. 2 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    If you tweak the Timer, the output you want is Timer Finished (Signal). This stays on instead of pulsing.

    Ed

  20. 21 votes
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    10 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Mm Dev- Ed / Martin commented  · 

    Hi! Sorry it took a while to get back to you.

    The Mm cat demo is still just using the text gadget, but emoji hearts, probably with :heart: - try some different emoji codes to see what helps!

    By default, the text gadget sticks the text to the screen; you don't need to angle it towards the camera. You can toggle this in the settings tab (fifth one along) with the "In Scene" setting at the top.

    Martin

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    Mm Dev- Ed / Martin commented  · 

    That said, we do have a heart icon too: try <uiheart> using the text gadget.

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    Mm Dev- Ed / Martin commented  · 

    There aren't any pre-made HUD components as such, you just make them like anything else. If you could be more specific about what you want to achieve, that might give us more of an angle to help you with some suggestions for techniques.

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    Mm Dev- Ed / Martin commented  · 

    Hi! This is actually achieved through a shortcut system when inputting text. What specific icons are you looking for? Here's some common controller icons to try. Type them into a text field, including the <> symbols:

    <cross>
    <square>
    <triangle>
    <circle>
    <l>
    <r>
    <l1>
    <l2>
    <r1>
    <r2>

    We'll document this a bit more thoroughly at some point, but hope this helps for now!

    Martin

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