mmdev7

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  1. 2 votes
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    As there is only a short time left on the Beta I would suggest using the zone option on the health modifyer as it is probs the simplest way to unblock you.

    Hope this helps :) Peter

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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    This is happening because if the emitter isn’t powered then all outputs will output 0. So one thing you could do is use the freeze value function in the remapper to freeze the speed every time an object is emitted.

    You will have to reset the remapper each time you want to change its number but you can do this by momentarily powering it off.

    Hope this helps :) Peter

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    No, you can’t do change scope while the game is running but you can solve this by having another sword in the players hand and just in hiding it at the same time as you hide the one on the characters belt to swap them over.

    Hope this helps :)

  4. 2 votes
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    You can do this by placing a keyframe on your timeline that turns this tweak on the camera on, then when the animation ends the tweak will be turned off. Make sure the key frame doesn’t overlap with the end of the timeline or it will remain on.

    Hope this helps :) Peter

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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    If this is player controlled speed (as in your character is faster when you press left stick but still stationary if left stick isn’t pressed) then use a remapped to pulse a signal into a keyframe that changes the players run speed. Use the ease in and ease out to determin how long the burst of speed lasts for.

    I it’s involebtary (as in the puppet goes fast regardless of left stick) I would use the same technique but instead of a key frame wire the remapper into a mover on the puppet.

    Hope this helps :) Peter

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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    So you can still use the old LBP method by putting a mover on the object and setting its speed to 0, strength & dampening to 100%.

    But it’s probably easier to just uncheck thwas ‘movable’ button in the objects physical properties tweak menu. Provided the object is the parent (you clicked on it first when connecting the two objects together with the joint) then this should work. The child will always be movable.

    Hope that helps :) Peter

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    If you wire came 3 into the top port of your selector then it will be the first camera. Selectors always start with the top port active.

    Hope that helps :) Peter

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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    What is the issue you are trying to solve? We might be able to help you in a different way.

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    mmdev7 commented  · 

    I don’t think there is. Sorry. :(

  9. 2 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    On the puppets tweak menu there is a page called ‘behaviour’ with a cog icon. In there you will see three text fields called follow, look at & turn towards. If you put a key name in these fields then the puppet will either look at, follow or turn towards the closest key of that name.

    Hope this helps :) Peter

  10. 1 vote
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    It doesn’t have to be linear. It can be a network. If you have 3 doors in your lobby and three scenes with entrance doors in them then you can place them all in a Dream and line your three hub exits up to your three scenes. Then you just need to make sure that you trigger the right exit door from your lobby.

    You can name these entrance and exit door gadgets to make it easier to hook them up in the Dream.

    You can even loop your fight scenes back to your lobby once the fight is over. :)

    Hope this helps :) Peter

  11. 17 votes
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    8 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    It’s not possible. Sorry. :(

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    8 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    Yay! Sounds like a cool game idea :)

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    mmdev7 commented  · 

    Remote control is one of the possession types. I think it’s on the second to last page of a controller sensor. It allows the controller sensor to work even when it’s not possessed :)

    Hope this helps :) Peter

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    mmdev7 commented  · 

    Hi Tbone3441, that sounds really strange. I have no idea why moving two characters apart would make them fly in the air. What is the dream name? I’ll take a quick look.

    It could be because you are using the same controlinator for both puppets. If you use two separate controlinators set to remote control you could control both at once with one controller. It’s still a bug we need to fix but this might unblock you. It might be something else though. We will know more when we can check out the scene :)

    Hope this is helpful :) Peter

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    It could be that your trigger zones are overlapping in places. Counters increment when a signal changes from 0 to >0 so if one of the trigger zones is already sending a signal the it would block the second trigger zones signal.

    Your solution with 3 counters is what I would do as it’s much less prone to bugs.

    Hope this clears things up a bit :) Peter

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    Dreams generally reset completely if they are exited and re-entered. The only exception to this is the persistent variable gadget. If you set this variable to a unique number every time you hit a checkpoint then this value will be saved and you can query this value as the player enters the level and use that to work out which checkpoint he player should be up to. Then you can teleport the player to the right spot.

    Hope this is helpful :) Peter

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    Are you able to go into the scenes geneology and revert back to a version before you stamped the object?

    Hope this helps :) Peter

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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    Yeah, Ikeda_Kouji is correct. PS moves require camera to be tracked. They can’t be used without a camera.

    Peter

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    Hi Rabagast, I’m not sure I understand the question. Do you want a static 2D camera where the player can’t leave the screen? If so you may want to place collision walls at the edges of the screen to prevent the player from leaving the screen. You can line these up with the camera frustum if that helps. :)

    You can post screenshots on this forum, just not on social media.

    Hope this helps :) Peter

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    The LBP technique of emitting and deleting chunks of ground is still useful for managing frame rate but doesn’t help you load more stuff into a level.

    As Supposer surgests, cloning is your friend for making large cheap spaces. Also using strokes can add a lot of movement and texture to a scene and it’s super cheap. Embrace the loose :)

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    Bundling the laser beams with the mech is the right idea. Usually when you reference an object in an emitter the object will turn itself off (so won’t be visible and won’t fall to floor) so if it is falling to the floor you might just need to hook it up to the emitter again.

    Check out how we have packaged Connie up with her effects and explosions for an example of how we do this stuff.

    Can’t wait to see your laser mech!!! Hope this helps :) Peter

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev7 commented  · 

    The reason the character is far away from the imp when stamping is because the imp grab point has been offset. Not sure what has cause the imp grab point to move but we can fix it. Go to the show/hide menu ( eye icon) and all the way to the right is a toggle that shows the imp grab point. Grab the imp grab point and place it on your character. This is the point that the imp will hold the object by when stamping it in a scene.

    I have no clues what could cause your character to clone when you grab it other than if your L1 button is faulty or stuck down. If you let me know the name of the character and make sure it is published I can take a look tonight.

    Hope this is OK :) Peter

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