OgTheEnigma

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  1. 1 vote
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    bugged  ·  4 comments  ·  Dreams Bugs 🐜 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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    OgTheEnigma commented  · 

    Maybe there could still be some buffer to account for floating point errors, but essentially 2 decimal places of precision (when taking into account positive and negative) is not enough for me.

    The workaround I've used a couple of times now is to multiply the input by a large number, which works pretty well, but took a fair amount of trial and error to find this solution.

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  2. 3 votes
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    5 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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    OgTheEnigma commented  · 

    I think it works because numbers in the game can go to 7 or 8 decimal places, whilst the comparator calculators only look at the first 2 decimal places.

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    OgTheEnigma commented  · 

    Just a general update regarding this, while it would still be nice to have a direct input from when the user resets their Imp, I was able to greatly improve my workaround method.

    What I did was multiply my input values by 1000. Now my '= 0' calculators are much more precise, and are far less likely to activate accidentally. Knowing how to improve the precision of comparator calculators is pretty useful going forward.

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    OgTheEnigma commented  · 

    It only needs to be two axis at 0 to reset, because roll always uses gravity as a reference, so it doesn't change to 0. Accidental activations are especially common just after re-centering if you're doing small movements.

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  3. 3 votes
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    6 comments  ·  Dreams Bugs 🐜 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →

    Hi OgTheEnigma

    Thanks for our responses on this.

    We’re glad you managed to resolve the issue but we have informed the team so they are aware of this.

    If you happen to encounter it again at any point, please let us know so we can investigate it further.

    Cheers,
    PeteS

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    OgTheEnigma commented  · 

    I was able to make a new Scene/Dream and reproduce the bug. Video can be seen here: https://www.youtube.com/watch?v=XAuVS1rjOHM

    The Scene and Dream with the bug present: https://indreams.me/scene/dVYgGzuBwZs https://indreams.me/dream/mMzWYaoCtpM

    And a remixed version that I swapped 10 Score Gadgets for Variables, where posting the score works: https://indreams.me/scene/dSGjYsEjiWE https://indreams.me/dream/mwfnbtahnmi

    I'm pretty sure this issue started happening after v2.03 "Blu" update. Prior to that, you could save data on extra Score Gadgets, whilst using others to post, even if you have more than 10 in the Scene.

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    OgTheEnigma commented  · 

    Hi RHR,

    I can confirm the fix worked, and scores started posting again at the end of February. I'll try reproducing the glitch the next time I'm on Dreams.

    I think for the reproduction, I'll have to make 2 versions of a Scene, and put them into separate Dreams. I'll use 20 score gadgets in the first Scene, then replace 10 of them with variables in the second Scene.

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    OgTheEnigma commented  · 

    Hi Jack, the public version of the Scene from the Dream is here: https://indreams.me/scene/dpYhPrchawq

    From the version history, any versions from 25/2/20 and earlier have the scoreboard bug present. I updated the Scene and added it to the Dream on 28/2/20. It completely fixed this issue, after I replaced 9 out of 18 Score Gadgets with Variables. The 9 Score Gadgets replaced weren't being used to post to the scoreboard, but they seemed to prevent 6 of the other 9 from posting.

    In regards to making a video, it'll take a fair amount of work to set up to show the issue succinctly. It might be better making a completely new Scene and Dream to show the logic in a controlled manner, so I'll see what I can do in the next week or so.

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  4. 3 votes
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    2 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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    2 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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    OgTheEnigma commented  · 

    To expand on what TAPgiles is saying, you can enter smaller values with L1 + square, but be aware that it will be rounded to the nearest frame. Dreams logic always operates at 30Hz, which means timers can only have 30 increments per second. So if you enter 0.01, it will be rounded up to 0.033 (recurring), which is 1 frame. 0.066 is 2 frames, 0.1 is 3 frames and 0.133 is 4 frames.

  6. 256 votes
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    129 comments  ·  Dreams Feedback 🤓 » Audio  ·  Flag idea as inappropriate…  ·  Admin →
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    OgTheEnigma commented  · 

    My suggestion is that longer audio recordings should be enabled for anyone over level 50. This privilege can be removed from individuals if they abuse it, and the level requirement will prevent them from easily making alt accounts to circumvent this.

    This kind of system could also be extending to audio upload, perhaps with stricter user level and moderation requirements.

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  7. 88 votes
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    12 comments  ·  Dreams Feedback 🤓 » Dreamiverse  ·  Flag idea as inappropriate…  ·  Admin →
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  8. 1 vote
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    5 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    OgTheEnigma commented  · 

    You'll need to use a method of saving local data, without using Variable gadgets. This Aecert tutorial might give you an idea of how to tackle the problem: https://www.youtube.com/watch?v=ukoNk_3Gh7k

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

    Oh sorry, by 'picture frame' I thought they were referring to the Dream cover page. Yeah, there's definitely no way to do this in a scene.

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    OgTheEnigma commented  · 

    @Andymation & @Supposer

    I think you misunderstood @Crea_tivELA, they're asking if they can use an in-game screenshot as the cover photo for a Dream (not an external photo).

    You can do this easily on the Dream cover page. There's an edit option on the top right. Within it, there's another option to change the cover photo, and you can choose any screenshot you've taken from Photo Mode.

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

    I've tried messing around with the envelope a fair bit, but the fadeout is far too brief and doesn't sound like I expected. I want something more similar to the white circle/dot that you can move on the top right hand corner of an instrument on a music timeline.

    Although, I'd rather not use a timeline just for a single sound effect, to minimise thermometer usage.

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

    I have an idea for a simple way to set this up, which will probably work. Apologies if my input and output names are wrong, since I don't have the game open in front of me.

    What you need to do is take the outputs of X and Square, and connect each of them to a node. The nodes should be set as both an input and an output (so they don't automatically have a wire going to one side of the microchip). Connect these 2 nodes into the 'jump' input for the puppet.

    Now, I think the puppet has an output to indicate it's 'on the ground'. Take one wire from this and connect it into the power of the 'X' node. You'll have to open the tweak menu of the node to access its power input (it's at the bottom). Finally, take another wire from 'on the ground', connect it to a NOT gate, then take a wire from the NOT gate and connect it to the power for the 'Square' node.

  13. 2 votes
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    7 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    OgTheEnigma commented  · 

    Thanks, that clears it up for me. Performance in my level is still good with the global zone I have set up currently.

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    OgTheEnigma commented  · 

    Hi Matt, if you see this again then I'm just curious about what you mentioned in point 2 regarding trigger zones being "especially expensive" without a zone.

    I'm making a level which contains a few hundred objects that can be 'activated', which turns on a tag in their microchip. I'm currently using a single trigger zone which counts the number of powered tags in the scene. Would I be better off changing this to a fixed zone, even though it's over a fairly large area?

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    OgTheEnigma commented  · 

    1. From my understanding, destroying logic is more efficient than turning it off, because it frees up that memory and gives you more thermometer to work with later in the scene. Obviously, emitted objects are the main candidate to be destroyed, however there may be logic in the level which you won't need again, such as a main menu. Basically, turn something off if you might need it later, destroy it if you definitely don't.

    JimmyJules has a good video regarding destroyers, in respect to the thermometer: https://youtu.be/hFU9Uz1EAkc

    2. Trigger zones are more thermo and performance heavy than tags, so an optimum design would use 1 trigger zone for 5 objects, in your example.

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

    After further investigation, I've discovered that Keyframes add an invisible wire to every sculpture, when making an edit to a group. Therefore I'm going to just manually wire everything to achieve full randomisation, since it will cost the same for the thermometer.

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

    This is achievable with variables, although it will only compare the user's best time (not other players) and they will lose the data if they reset progress for the Dream.

    To set it up, you could take the output of whatever you're using for the time/score and connect into the 'A' input for a < Calculator. Connect the output of a 'Persist in Dream' Variable into the 'B' input for the same calculator. Maybe call the Variable 'best time'. What Calculator will do, is produce a signal when the current time is less than the best time. If you need a higher score to be better, then use a > Calculator instead.

    Next, connect your current time/score output into the Operation Value for a Variable Modifier (this is the same time/score input which connects to calc 'A'). Make the Variable Modifier reference the 'best time' Variable. The Variable Modifier should also be configured to 'Set' and 'When Powered On'. Now take an AND gate and connect it to the power port for the Variable Modifier. Take a wire from the calculator 'Result' output and connect it to the AND gate.

    Finally, you probably already have some logic to indicate when the level is finished, for example when you're sending a signal to a Score Gadget to post to the Scoreboard. Ideally, this should be a pulse. Just take the output of this logic and connect it to the other port for the AND gate.

    Hopefully this will work. This is the general concept of how I got a score saving system working for a Dream I made previously. Although, with logic it's easier for me to test while playing, so I can't guarantee I haven't missed out anything in the text here!

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

    Thanks Pookachoo, that's good to know!

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    OgTheEnigma commented  · 

    Ok, I finally figured out how to use the Freeze function of the signal manipulator and it let me do what I was aiming to, without the use of a variable. Still, it would be nice to know whether or not if persistent non-persistent variables are treated differently, for future reference.

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    OgTheEnigma commented  · 

    It'll be pain to test and individually name all of them, so I was hoping somebody has already done the legwork...

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

    2 selectors could work for selection (think of it like a chess board). The active 2 outputs, plus an AND gate could point to the most central tile, with the relevant adjacent tiles also being active.

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    OgTheEnigma commented  · 

    This is potentially a really difficult and complex logic problem. To begin with, I'd just get the basic spawning for the map to work, with just 1 map tile repeated. I think the best way to do it is if the map moves and the player rotates. Just start on the X and Z axis before adding any Y axis (vertical) movement. You're almost certainly going to need to implement vector logic to get the map to move correctly, based on the player's rotation. Don't add any extra gameplay features or enemies until you get a basic working map, at minimum.

    I'm sorry I can't go into more detail. I haven't personally tackled anything this big or difficult yet, so I'm just outlining my thought process to get started.

  18. 4 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    OgTheEnigma commented  · 

    You have the option of saving online as private as well in Dreams, so it might be worth doing this at the end of the day, if you've done a lot of work on a scene.

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

    Yeah, I tested it quickly yesterday after copying a blank puppet's head and neck, then connecting it. It worked immediately. Although it would be nice if there was a way to base the puppet's camera on another body part so I didn't have to do this, because I like getting the most out of the thermometer.

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    OgTheEnigma commented  · 

    OK, judging by another thread, the puppet's head may be pretty important for the camera!

    https://feedback.indreams.me/forums/917431-dreams-bugs/suggestions/37813003-possible-bug-glitch-can-t-see-created-character-in

    "Thank you for reporting this. A puppet's head sculpt is connected to the default puppet camera, if you replace the head sculpt with a new one then the camera will be effected."

    I'll have to test re-adding the head to see if it improves things.

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    OgTheEnigma commented  · 

    The character in question is published as '#1 Moleberry' if anyone wants to take a look.

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    OgTheEnigma commented  · 

    @AndymationB I actually deleted the head and neck from my puppet, because my character doesn't need it. Maybe that's why the excessive invisibility culling is occurring?

    @Supposer I have edited the collision shape to match the character, but I don't believe this is related to the invisibility distance. I tested shrinking the collision 'pill' to something much smaller, however the character was still turning invisible at the same camera distance.

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    OgTheEnigma commented  · 

    Honestly that's my last resort, because custom cameras don't respect the player's y-axis look settings from the main menu.

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  20. 3 votes
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