Supposer

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  1. 7 votes
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    5 comments  ·  indreams.me 🦕 » Feedback  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    I found this today also. I recently made a new PSN account for reasons, but cannot change my email address on here so I get notifications.

    In case it's related, if I click "sign-out" on indreams it doesn't seem to do anything any more.

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

    Yes, I would recommend using springiness on the keyframe itself. And if the pose is keyframed, you don't need the connectors to have different settings or anything; the keyframe will do all that work for you.

    Something to be aware of is that "strength" is actually how hard it is to *move* the connector's position. As in, how hard it is to rotate that connector using physics forces (including pulling with the imp). So when at 0%, it's very easy to move it using physics forces. At 100%, physics forces won't affect the position (theoretically). But it does *not* mean it cannot be moved at all. And it does not mean it will stick to the original pose; it will be stuck at whatever position it was when it became "strong" until physics forces are strong enough to push it into a new position.

    Springiness on the other hand is the connector's ability to pull the position back to the original position. So when at 0%, it will just let the position be whatever it happens to be. At 100%, it will be forced into the original position. Somewhere in between puts some effort into getting it to the original position but it might kinda wobble a bit.

    Maybe this helps you understand the issue?

  3. 0 votes
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    (Duplicate. Please delete.)

  4. 0 votes
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    (I think you accidentally posted this twice. You can delete this duplicate.)

  5. 1 vote
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    6 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    If you move the initial edit, it won't make any difference to the mirror. The mirror and kaleidoscope uses the origin point of the sculpt. That origin point is set when you add the first ever edit. Even if you move that edit or delete it later, the origin is now set forever more.

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

    @AndymationB: I haven't checked out your mock-up, but could exclusive gates be useful for this in some way? 🤔

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

    Pookachoo is correct. The name is completely separate from the file itself, so don't worry ^^

  8. 1 vote
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    Imp interactions do not work while the object is following the imp. That's just how the engine works right now.

    As CLOUD mentioned, laser scopes and such would work for this. But it takes a bit of setup. Here's a video of how to make such a set up: https://www.youtube.com/watch?v=lo2IdfuGGoE

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

    Something that is *not* movable will not move relative to the scope it is in. So if that object is just in the scene, it won't move relative to the whole scene. If that object is inside a group, it won't move relative to the group--though if the group moves, that object will move with it.

    So you want the things *inside* the group to be *not* movable, so they stay put relative to however the group moves. Then you want the *group* to be movable so it can fall, bounce off of things, etc.

    Hope this helps ^^

  10. 4 votes
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    5 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    Using any of these methods would add a very tiny amount of thermo, and shouldn't cause any slow-down. Things that cause slow down is too many paintings on-screen, too much logic processing happening at once, too much physics being simulated at once, that kind of thing.

    One sculpt being rendered shouldn't add to any slow-down issues. Neither should adding a few text displayers. Or adding a "sun & sky" gadget.

    Where are you sharing it? I know there is a limit to the file size a video can have if you're trying to upload it to this forum. So instead I upload it from my PS4 to my youtube account, unlisted. (To do this, use the share button on the video itself.) Then I paste a link to that youtube video here.

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    Supposer commented  · 

    There is no way of stopping the sky itself from slowly re-flecking over time. However, there are ways around this, depending on your specific situation.

    You could make the sky tint 100%; this will make the entire sky one colour so the flecks are less noticeable. You could also reduce the horizon definition so the difference between the sky and the darker bottom half doesn't show up more flecks. Also the sun is re-flecked over time, so you may want to turn off the sun, and perhaps add your own one as a sculpt, something like that.

    You could add huge text displayers with a solid colour to the background of your scene.

    You could create your own sky as a massive sculpt that encompasses the entire scene. Perhaps a sphere and use the hole setting before stamping it. This would let you colour it as you wish, and the flecks won't animate unless you tell them to.

    I know it's fiddly and not necessarily ideal, but I hope these help.

  11. 1 vote
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    Sounds like you want to be able to store a number that you can increase or decrease, correct? There are many ways of doing this that all depend on the situation. One way is to use variables, but there are many others. I'll give the one I'm guessing is what would be most useful for you.

    If I remember correctly, such a "buff" added to an attack value would be an on-or-off thing; "I am currently buffed so my attack has +5" or "I am currently not buffed so my attack does have anything added." If that's the case here, you can have your slider for the base attack value, then have another slider for the value to add. Plug them both into an "add" calculator to get the result of them being added together. Then power that buff slider when you want that value to be the higher one, and unpower it when you want the value to be the base number.

    If this doesn't help, with more info I could perhaps give better more specific advice.

  12. 1 vote
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    Play time, and move the playhead to the right point (or wait for the right point) and then pause time. Now stamp down a keyframe (outside of the timeline) and touch whatever things you want to record the state of. Now put it in the middle of that timeline. That should work for you.

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

    Awesome! 👍

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    Supposer commented  · 

    Have you got a way of tracking how many points they have? You could wire that into a calculator to see if it's < the target number, then put that through a NOT gate, so you get (current points) not < (required points).

    Then use that in your logic to allow the special to activate. Maybe you'll need an AND gate; something like (R1 pressed) AND (current points not < required points) -> go the thing.

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

    When you set a thumbnail of a creation, it doesn't just use the original photo. It copies it into that creation as it's designated thumbnail. That's what my experience indicates.

    So then when you set a photo as the thumbnail of some creation, it uploads that image completely separate to the photo listing. And the photo itself isn't uploaded, and doesn't change status in any way.

    I'm unclear why some are auto-uploaded and some are not also, but it doesn't seem to be causing any problems for how I use them anyway.

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    Supposer commented  · 

    The ones with the world indicator have already been uploaded. If that's unlit, click it to upload. If it's lit and uploaded, click it to toggle whether it's unlisted or not.

    The ones with a local indicator haven't been uploaded and are only stored locally. If that is lit, click it to delete it from local storage. If it hasn't been uplaoded, this will delete the photo permanently.

  15. 2 votes
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    5 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    Hrm... not sure on that. Weird. I'd recommend asking JJ in the comments on that video. He's very friendly so I'm sure he'd help you out.

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    Supposer commented  · 

    JimmyJules has a great video on everything about scoreboards.

    https://youtu.be/DMgk4mOMoTo?t=219

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    Supposer commented  · 

    Scoreboards do not show for scenes, only dreams that are online. So it shows all scoreboards from any scenes within that dream.

    I'm not sure what that option is, but I'm guessing it simply edits *all* scoreboards in the same place?

  16. 1 vote
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    7 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    @Andy: I tried starting a chat with you but couldn't for whatever reason. Not understanding what you mean about the switch, as it will not change the value carried by a wire plugged into it, so it has no effect. Unless there's something I'm missing. Feel free to get in touch through PSN text chat; I don't want to clog this thread up too much XD

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    Supposer commented  · 

    AndymationB has some good ideas, though I see a couple of bugs that may be problematic. Here is a slightly different way of doing it based on the same principles:

    Add an impact sensor to the object, and use its "touching" output (this will work similarly to the "bump" output but will continue to send a signal while touching something).

    Add a selector to track the current state of the logic. A selector has may channels, outputs a signal from only one of those outputs at a time, and allows you to set which channel is the current "active" one. It will not change which channel is active until some logic changes it. It defaults to channel A, so we'll use that to trigger the growing logic.

    Add a timeline, with the same setup as AndymationB explained. Leave it powered all the time.

    Add a timer, set it to "speed" mode; this will allow you to send a signal into the "play" input which will set the speed time passes for that timer. So if you send it an "on" (1) signal, it will play at the normal speed. If you send it an "off" (0) signal, it will pause entirely. You can even send it a negative signal to make it go backwards, but we won't need that here.

    Wire channel A into the timer's "play" input. Open the timeline, and wire the timer's "output" into the *bottom* of the playhead. This will set the playhead's position through the timeline based on the value being sent to it. 0 means the start of the timeline, and 1 means the end of the timeline. So here, the output of the timer will give a value between 0 and 1 based on the progress made towards the target time; you can adjust the target time to change how long it will take to get to the end of the timeline. In this case, this means it will grow the object while the timer increases and will stop growing when the timer is paused.

    Now take a wire from the impact sensor's "touching" (or "bump" if you prefer) and plug it into the selector's channel B input. When it receives a signal, it will make channel B the active channel, and no signal will be sent from channel A anymore. So here, when the object is touching something, it will change to channel B, and stop growing. But the timer and timeline will still be powered so it will remain paused at whatever size it currently is. And, as you've got no logic setting it back to channel A, it'll never go back to growing and will stay that size forever.

    So an overview of what's happening is: In state A, the object will continue growing over time to some maximum scale. When the object first touches something else, state A will stop which stops the object from growing any further.

    Hope this helps.

    @AndymationB: I'm not sure what you mean about the switch. A switch will just send on an "on" signal while receiving an on signal, and an "off" signal while receiving an off signal; it wouldn't really do much in this case I don't think.

    Also, the issue with the timeline is that it has to stay powered for the keyframes to continue affecting the object. But then it will continue playing.

    (See above for amendments to your solution.)

  17. 1 vote
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    AndymationB is correct. It's called "3D Panning."

    When using this, it may become very quiet when the camera isn't facing the source. If so, go into the Panning tab (regular panning, not 3D Panning tab) and fiddle with the "rear speaker" setting; when facing away, it's coming out of the "rear speaker." But as most people don't have a rear speaker it just gets real quiet. Turning up the rear speaker helps.

  18. 3 votes
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    The limits for that kind of stuff may increase over time. Some limits like that in place right now are just guesses as to a reasonable number to allow.

    For now, you could multiply things by some number when displaying those numbers?

  19. 1 vote
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Supposer commented  · 

    I get a black video also.

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

    Remember, you can always pause and go to play mode instead. I know those are different modes. But if you don't need to see the gadgets and such, then this kind of shortcut may be easier for you to use.

    And in some cases you can play time too to see how things would play out, rather than actually needing to play the game.

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    Supposer commented  · 

    There is no shortcut to getting into the mode. But L1 + circle will get you out of the mode. Out of any mode, actually.

    Sorry to hear about your imp troubles. Handling the imp will become second nature in a short amount of time.

    The "imp drift" is a known issue with the hardware itself. I believe Mm are looking into ways of mitigating the problem, but as it's the controller itself that is the problem it's unclear how much they can do.

    For now, just reset the imp position. I find holding it still for a second or two after resetting helps settle it down a little better. Or you can place the controller on a flat surface, reset, let it settle for a second, and then carry on; this has helped me from time to time.

    Another method if it gets really bad, is to turn the controller off and on again. I assume this cycles the power to the gyro sensor and can settle it down.

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