Agarwel

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  1. 2 votes
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    1 comment  ·  Dreams Feedback 🤓 » Dreamiverse  ·  Flag idea as inappropriate…  ·  Admin →
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    Agarwel commented  · 

    Yeah. It should be possible to filter the important stuff.
    I mean one queue is spammed with informations about likes so it is easy to miss infromation about actual commnet. The other is spammed with info about finished imp quests, so it is easy to miss new or update levels.

  2. 3 votes
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    3 comments  ·  Dreams Bugs 🐜 » Dreamiverse  ·  Flag idea as inappropriate…  ·  Admin →

    Thanks for speedy reply EternalDarknessz.

    Sorry to hear that another user has also encountered this issue.

    Thanks to the information you provided we were able to replicate it internally, I have made sure to add a bug for this behaviour.

    Thanks fro your help in bringing this issue to our attention.

    Cheers
    Mark M

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    Agarwel commented  · 

    I have exactly same issue. I finished these tutorial in EA and I played them again in full version. Im quest still show as 2/2 but unfinished.

    Agarwel supported this idea  · 
  3. 4 votes
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    0 comments  ·  Dreams Feedback 🤓 » Dreamiverse  ·  Flag idea as inappropriate…  ·  Admin →
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  4. 24 votes
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    7 comments  ·  Dreams Bugs 🐜 » Dreamiverse  ·  Flag idea as inappropriate…  ·  Admin →
    Agarwel supported this idea  · 
  5. 3 votes
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    3 comments  ·  Dreams Feedback 🤓 » Art Modes  ·  Flag idea as inappropriate…  ·  Admin →
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    Agarwel commented  · 

    It is a option. You just need to set it up in the options.

  6. 3 votes
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    4 comments  ·  Dreams Feedback 🤓 » Other  ·  Flag idea as inappropriate…  ·  Admin →
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    Agarwel commented  · 

    I believe this is planned this way.
    And it was main reason, why it was so far in Early Access with two start up screens explaining, that the product is not finished is still under development a anything can happen (even warning that all Beta+EA creations may be deleted before release).

    Now that it is considerred finished I would believe they plan to make sure, the Dreams are not broken by new updates. But it was never planned to be a priority between EA and full version and all creators were informed about that.

  7. 1 vote
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    bugged  ·  5 comments  ·  Dreams Bugs 🐜 » UI  ·  Flag idea as inappropriate…  ·  Admin →
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    Agarwel commented  · 

    I just opened the version history and was able to delete there.

  8. 2 votes
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    5 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Agarwel commented  · 

    Im afraid your solution is probably the "best" in term of thermo/results ratio.
    There are for sure other ways how to do pathfinding (and they can be different for every game you make), but as soon as you are moving from "follow emited waypoints" to the "actually search for the path in the enviromnent" (AI that is able to solve mazes if fast way) you will eat thermo really really fast.

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

    I guess you can try to modify the method that is used for some simple AI that keeps character following some paths and avoiding the walls.
    This is done by laser scopes that are checking if you are getting close to the wall from right or left side and are connected to the rotators to change the direction of the character to avoid the wall.

    You could basicall reverse the system. Using two scopes checking the place in form of the character. And if he would fall on one side from the rail, then rotate him.
    This may not work on very narrow rails. But you can alwas make them wider, but keep only the middle part visible.

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

    As already mentioned the solution that looks best is to have the object part of the character model and make it visible / invisible.
    The downside of this solution is that you need to make each holdable object part of the character. If you just need to pick up few object, it is great solution. If you want to let player carry many different objects, it can get tricky.
    The other solution is to place tag on the character (for example in hand). And then activate teleporter on the object you want to carry. As long as the teleporter is active on the object, it will stick to the character.
    The disadvantage of this is that teleporters have 1 frame delay. So if the character moves fast, the object can be dragging little bit behind. But you can make every object in the scene grabable with this solution.

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

    I dont think so. The way the scupting works it would be almost impossible. Or to be more precise, technically it is very easy to do, but the results would be probably very different from what you expect. Because the sculpture is not just about adding the shapes. But also subtracting them. So if you supstract tip of a cylinder, the game keeps info about the whole cylinder substract shape that is outside our sculpture.
    If you blend these, all these substract shapes that are around your sculptures would affect each others sculptures creating very unpredictable and ususable results.

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

    Im not sure if I understand the first question.

    The second one is little bit tricky.
    Because I would say it is not possible. This is not supported by the tools in the game.
    But if LBP and some concept demos in Dreams taught me something it is "never say something is not possible."
    So you will have to build something yourself and it will not be easy. I guess you will have to use lots of laser pointers (instead of the camera). Use them to read the color they hit. And then project this somehow on some panel of small pixel that will act as a screen.
    If this will even work it will consume lot of thermo :-/

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

    I believe it does use thermo. No matter how you set it up it is still a active element and each frame the game has to perform operation "IF node power = on THEN output signal = input signal ELSE output signal = 0"
    It does not take much of the processing power, but they have to count it to preved people breaking game by using milions of nodes.

    So even with nodes you should consider how many inputs and outpus are really needed. And how much do you expect the microchip to be cloned? If it is something that will be palced once on the main character few nodes are not a problem. If it goes on every grid tile on grid based level, then each node counts.

  14. 6 votes
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    7 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Agarwel commented  · 

    As meantioned, keayframes should help you. Because strength of the signal affect how much the keaframe affect the object. So you need small object. One keyframe that will make it big. And then use logic to sent 0-100% signal to change size in small increments.

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

    1) Im using the Switch placed on the timeline. This gadget sends ON when the timeline activates it. And you can hook it into next input of your selector.
    It is actually exactly what I used in my living clock level to set up the visibility of the planks.

    2) I always used the 0,1sec timer and the finished pulse to set the port.
    If you need it to set it during first frame of the level, where may be some other solutions.

    3) Im really not sure if I understand correctly what you mean.
    Basically you are not sure how to decide what timeline to run when square is pressed?
    I guess you have somewhere saved the state of the sword (if not, you can easily do that by the selector). And then you just place two AND gates. Both of them hooked to the signal that animation should happen. And the secont to the states. Like "If Square pressed AND sword extended then retract", "If Square pressed AND sword retracted then extend"

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

    I believe this jsut informs you, that the game is experiencing frame drops. But it is not able to tell why exactly. But the main reason is that you are pushing the enging to its limits and it is not handling all the operations in the propper time.
    So you should reduce amount of stuff in your level. Or you can keep it, but your players may complain about performance.

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

    As far as I know it is not possible in one scoreboard. But... you can place multiple score gadgets into your dream and give them different names. Each named gadget will create separated scoreboard. So you can have multiple scoreboards:
    Level 1 - Score
    Level 1 - Time
    Level 2 - Score
    Level 2 - Time
    So these values are not mixed together.

  18. 2 votes
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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  19. 3 votes
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Agarwel commented  · 

    Teleportes are one way. But the problem is that since Early Access was released the teleporters are one frame behind. On something fast like motorcycle it could be visible and noticable (teleported puppet would be dragging behind)
    I would use second puppet (groupped with the motorcycle) and switch the visibility of these two puppets.

  20. 1 vote
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Agarwel commented  · 

    I would place the keayframe on the timeline and set the timeline to play once (so even if you release the button, it will play till the end). Then make sure there is some smoothing and it should be fine.

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