QuietlyWrong

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  1. 1 vote
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    2 comments  ·  indreams.me 🦕 » Feedback  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    It would be cool to be able to create your own art to go with your instrument, sound effect, loop or music sequencer.

    But in 'indreams' I presume the 'Photos' tab is for viewing photos that other players have taken of your audio. Seems redundant.

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  2. 36 votes
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    9 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    I'll all in favour of a folder system - or the ability to hide creations that are also in my collections (and, perhaps optionally, collections that are in collections).

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

    Thanks Pablo. I think that makes sense...

    Since I asked the question I've spent a lot of time in trial and (mostly) error discovering the interrelationships between groups and subgroups and the sheer criticality of attaching logic to the right group or subgroup or sub-subgroup or element.

    I feel it deserves a tutorial of some sort.

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

    Thanks Ed, I'll give it a whirl!

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  5. 3 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    As far as I'm aware you'll have to get one randomiser to give you one digit, then another to give the next, and so on, dividing by ten each time when you tot them up.

    Look in the collection 'Math Gadgets' by phort for examples.

    https://indreams.me/collection/Y8Qf3cuvRRM

  6. 2 votes
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    7 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    Great advice!

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    QuietlyWrong commented  · 

    Does it help if I say your connectors can pass straight through the main volume of the thing they're connecting and anchor on the opposite face? (Though make sure they're tweaked not to collide with things.)

    Also, respect the parent/child relationship. You can move a child around separately after it's been connected to the parent, but moving the parent takes the child with it. (Parent is the first element you connect to, child is the second.)

  7. 5 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    Use multiple variable gadgets. It sounds like a job for an organised mind!

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    QuietlyWrong commented  · 

    I think it will be doable but only with some tight logic. And you'd probably have to display the text one character at a time or make your own text displayer.

    But very useful - I'd say it would get remixed into many levels if someone made it work well.

  8. 4 votes
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    8 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    I'm very curious now as to what the differences are between the gadgets that made the text displayer worth leaving in...

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

    You want the platform to be collidable from above but not below?

    Probably use some logic that switches the platform's collision detection depending on the upward velocity of the player character (for example).

    I.e. if the player is moving upwards, transmit a 'no collide' signal to any appropriate platforms; when the player is moving downwards or staying level, change that to a 'collide' signal.

  10. 6 votes
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    5 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    Stars don't twinkle outside the atmosphere... 😋

  11. 34 votes
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    3 comments  ·  indreams.me 🦕 » Ideas for new features  ·  Flag idea as inappropriate…  ·  Admin →
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  12. 5 votes
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    7 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    I created an algorithmic 'random' number generator in LBP2 using microchips and logic that I could seed with any starter number.

    The problem was proving it was random 'enough'. These games are not set up to generate long text files...

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    QuietlyWrong commented  · 

    Apparently the signal generator is capable of some passable pseudorandomness but it's a very tricky gadget to figure out. There might be something in the sound tools that can be exploited as they include randomness settings.

    Off the top of my head you could always have a bunch of random 0 to 9s and divide each by a progressively greater power of 0.1, then sum them.

    In LBP I believe all seeding was based on time since the level was started.

  13. 1 vote
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    7 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    Not knowing what you're actually making, I had to use generic terms. :D

    Though if its a puppet that's doing the sliding, that might complicate the solution.

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    QuietlyWrong commented  · 

    You may get more joy by making your snowboard and halfpipe non-collidable, but group each with an invisible overlapping shape that's simpler and glides better, if you can find such a thing.

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    QuietlyWrong commented  · 

    Give the character more mass?
    It may be an unwanted side effect of the collision system. 🤔

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    QuietlyWrong commented  · 

    What sort of friction level are you dealing with? I'd say set it to zero and use some logic to gradually diminish the player's speed to mimic the effect of air resistance.

  14. 1 vote
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    9 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    I hope it works - I haven't tried laser scopes yet! O_o

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    QuietlyWrong commented  · 

    A pair of laser pointers that point at the player can tell you what the respective distances are to the player and to the first thing in line of sight - either the player or something in between. Then if the player is the closest, check the angle of the pointers against a reference coming out of the enemy's 'eyes' and if it's within a certain range, the enemy is alerted?

  15. 8 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    ...AND NOT (animation-in-progress) if necessary.

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    QuietlyWrong commented  · 

    Signals from both keyframes are being combined. Can you wire the first pose to the combination of x AND NOT r1?

  16. 3 votes
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    EvilKimau published a scene that shows how you might do it with a motor bolt - take a look.

    https://indreams.me/element/b5MebnG24SA

    The fact you can 'glue' countless sculpts that are completely separate simply by grouping them is forcing me to change the way I think about a lot of things!

  17. 23 votes
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    11 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    Weird!

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    QuietlyWrong commented  · 

    I sculpted a cuboid on the grid, and then a cylinder as a new element and when it came to aligning four copies of the cylinders around the cuboid I had no problems. And with some motor bolts and controller logic, a very basic car.

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    QuietlyWrong commented  · 

    If you do your sculpting with the grid on it will make it easier to align parts afterwards if you want lots of neat right-angles.

  18. 3 votes
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    5 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    So you can then grab things with the possessed cursor?

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    QuietlyWrong commented  · 

    (I mean, you could possess a hand cursor sculpt but then you need your own logic for stuff like clicking on things and dragging them.)

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    QuietlyWrong commented  · 

    Maybe there's a way to do it but I'm sure there's a lot of mileage in being able to play the game with an 'invisible' imp to which you can affix you own sculpts, therefore to simplify one element of game creation greatly (i.e. borrow the existing imp code).

  19. 2 votes
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    5 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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  20. 11 votes
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    7 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    QuietlyWrong commented  · 

    If it's a limited number of objects to clutch, maybe incorporate them or a handle component into the hand sculpture that you make visible when it's in hand and invisible otherwise?

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    QuietlyWrong commented  · 

    With a tag in the relevant place on the hand, that is.

    Might take a bit of finessing.

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    QuietlyWrong commented  · 

    Maybe put a follower on any grabbable object and turn it on when the player holds 'grab' and the hand is colliding with the object?

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