Oooh! Greetings friends. It turns out that you don't need the Y Damp 99 keyframe (that I use for up and down movement). So you can actually remove that keyframe and it should still work perfectly! Thanks to TAPgiles for pointing this out :D
Ok buddy, good job in all you do... I also have a request if you could do an enemy A.I from scratch. Mines always walk around and when I get close it just keeps walking and stairs at me like a pedestrian on the street so I punch it and send it flyin. But I don't know how to do the far knock away like on dragon ball z. So 2 requests please friend... Thanks for listening and responding
You make great tutorials. Thank you! You have helped make my Dreams experience way better! You, Christian Lewis, ladylexUk, neon coder, mr wooshie, and elva gaming are all gonna get shoutouts in the credits of my first game. Thank you again!
Aw mate! Thank you so much for these kind words. It means a great deal when folks talk the time to say something nice! Appreciate you mate, and hope the games are gonna rock 🤩
@@meanlad thank you! well you guys helped me make it so it has no choice but to rock. i used a couple techniques of yours and mixed them. i used the grenade technique with a pokemon emitted that i can switch to... its pretty awesome
Good tutorial. Alternatively you can use the gravity slider of the puppet and set it to 0 using keyframe or any kind of switch to make it 0. It will do the same thing. You can find that slider on the first page of the puppets tweak menu right below the jump settings.
Thanks for the knowledge mate 🤩 I used a similar system for my air guardians glide ability in one of my dreams (Grove Zero Tower Defense). I feel like that is perfect for a glide ability and with this one I wanted to give a bit more control over movement while flying. But once again thanks for the engagement mate 🤩
Thanks so much Grant! I really appreaciate the support and love mate :D Wowwww, a grappling hook! I've seen some other dreamers do it before so I think it's possible be dayum that'll be a toughie XD But then again perhaps not! I'll do some tinkering and see if I can figure it out. 🤓
Hey, thank you for the tutorial. Can this be used for something like the gliding in Batman: Arkham Night? If so, how would you even begin something like that?
Alas mate, I don't! But I remember reading about it somewhere. If I figure it out I'll make a video about it (probably a gameplay guide). Thanks for the comment!
Hi Tammi :D Absolutely! I did exactly that in my Arcade Fighter Super Move tutorial. I've attached the link below. But you can start from 14:45, you don't have to worry about the other stuff (unless you wanna see the animation and design parts 🤓). I go over how to switch between attack modes. So like normally square is punch but then while you press L2, for example, it'll put you into super mode and if you then press square (i.e. L2 + square) it'll do like a kamehameha :D I might make a dedicated video for this that isn't part of that Arcade Fighter series but I hope this will help until then. Here's the link :D Super Moves Tutorial: ruclips.net/video/ukg9NEfuyU0/видео.html
@@meanlad That video was exactly what I was looking for. I wanted to make a dragon ball xenoverse type game and switching between modes is really clever.
QUESTION! When my character is going down - the camera doesn't follow so I end up moving out of the scene ... likewise when I jump and come back down from a considerable height It drops me out of the scene rather than take me to the ground below .... do you know of a video or do you have a video to help this??
Thanks for the question Julian 🤩 So the reason the camera stops tracking you is because you go out of the scene (in other words you go under what the game perceives as the floor). The simplest way to avoid this is just to make your game have an in-game floor (like the street of a city or a field or whatever) so that there is a physical barrier preventing them from going there. So, you're essentially not fixing it but rather just avoiding it. The "fell out of scene" is a boolean value (1/0) so there's nothing we can do with it logic wise that would help. The other option would be to make a camera rig which teleports to your character. This way the camera would always be around your puppet with them in the middle. I've been planning to make a camera rig video but they're a bit tricky. Hopefully I'll figure out a nice easy video for that soon. Hope it helps mate! 😁
@@meanlad THANK YOU FOR RESPONDING! Okay I will definitely try these options and if you can do a camera rig video I would certainly watch and subscribe a 1000 times again 😂✊🏾🖤
Yo mate, I'll see what I can do! I haven't done much in terms of 2D platformers but I'll see what I can do. What problem do you have with the arm? 🤓 Maybe I can help here in the comments
@@meanlad Well I actually was able to figure it out by remixing someone else's 2d shooter template. It had alot of extras , so I stripped it down and made it extremely basic and plan on publishing it so others can just hop in and create a 2d shooter. The issue was just getting the shooting arm to work like contra. I had to turn off the poses chip and had issues with the logic to make it that smooth r stick direction aiming like in contra. Believe it or not theres no tutorials online or in game going over a 2d shooter. I figured it out but a tutorial would be cool for those that want to learn logic. The method I found was easy, no calculator needed.
Hey mate, it's my pleasure! 😁 So, all you have to do is increase your puppets walk/run speed since they're technically walking in the air 🤓 Do this by going l1 and square on your puppet, this will bring you into the puppet tweak menu. On the movement page you'll find walk speed and run speed which can be increased to make you fly faster! 🤩
Great video! however every-time I press x twice to fly it keeps bringing me back to the original position in the scene where I rotated the flying pose. Any idea why this happens?
Hey mate, that sounds like a keyframe problem 🤓 probably you used a keyframe to move the entire puppet (rather than the individual parts of the puppet). This means that the keyframe tracks the position of the puppet not in relation to itself but in relation to the whole scene meaning it will jump back to the place where you animated it in the scene. If you want to rotate the puppet, scope in with L1 + X and then rotate them from their pelvis. 🤓
Hey mean lad can you please do a better running, jumping, walking and stance tutorial, my character is running childish and funny and turn like a silly goose please help
Awowoo~ Me: "Ah, the basic puppet. I've missed you, my friend..." 7:40 Alternate Take: "Now we're going to add some stuff so we're falling... WITH STYLE!!!" (copyright strike sounds) Damping actually slows the object *to the target speed*. So you can leave damping at 100% :D The keyframe won't be powered by a negative signal from the combiner by the way?
I thought about the falling with style line hey 🤣🤣🤣 but yes, dat copyright tho 😂😂😂 Oh dang! I didn't even know the damper worked like that 🤓🤩 thanks so much TAP! And it makes sense that a negative value wouldn't power the key frame anyway 🙈🤦🏻♂️ learning every day! 😂
Oooh! Greetings friends. It turns out that you don't need the Y Damp 99 keyframe (that I use for up and down movement). So you can actually remove that keyframe and it should still work perfectly! Thanks to TAPgiles for pointing this out :D
Ok buddy, good job in all you do... I also have a request if you could do an enemy A.I from scratch. Mines always walk around and when I get close it just keeps walking and stairs at me like a pedestrian on the street so I punch it and send it flyin. But I don't know how to do the far knock away like on dragon ball z. So 2 requests please friend... Thanks for listening and responding
How to make a transformer that transforms?
This timing is perfect!! I've really been looking for something like this!
Ah, Ethan my bru, I knew. I was chilling and I was like mmm, I feel like Ethan could really use a flying tutorial right about now.
This is the best Flight tutorial that I have encountered. Very effective for my characters.
Aw, mate! I'm so glad it's helped so much 🤩 Thank you for leaving such a nice comment!
@@meanlad no problem man! Please do more tutorials as you are led! I need all the help I can get! LOL Well done!
@@meanlad and I definitely subscribed LOL
I’ve literally been trying to figure this out instead uploading videos😂😂 thanks for the tutorial 🙏
Eyyy! Glad I can help mate 😂😁🤓 I belieeeve you can flyyyyy
Best flying tutorial I've seen. You deserve waaaaay more views and subscribers dude, you're very good at explaining
Thanks mate! That really means a lot T_T The support is greatly appreciated my dude and I'm just glad I can help :D
You make great tutorials. Thank you! You have helped make my Dreams experience way better! You, Christian Lewis, ladylexUk, neon coder, mr wooshie, and elva gaming are all gonna get shoutouts in the credits of my first game. Thank you again!
I have a map and a character already released but I’m taking my sweet time making an awesome Pokémon game.
Aw mate! Thank you so much for these kind words. It means a great deal when folks talk the time to say something nice! Appreciate you mate, and hope the games are gonna rock 🤩
@@meanlad thank you! well you guys helped me make it so it has no choice but to rock. i used a couple techniques of yours and mixed them. i used the grenade technique with a pokemon emitted that i can switch to... its pretty awesome
Good tutorial. Alternatively you can use the gravity slider of the puppet and set it to 0 using keyframe or any kind of
switch to make it 0. It will do the same thing. You can find that slider on the first page of the puppets tweak menu right below the jump settings.
Thanks for the knowledge mate 🤩 I used a similar system for my air guardians glide ability in one of my dreams (Grove Zero Tower Defense). I feel like that is perfect for a glide ability and with this one I wanted to give a bit more control over movement while flying. But once again thanks for the engagement mate 🤩
Thanks alot. You answered my question 😁
I love all your tutorials, very helpful. Any chance of a grappling hook tutorial.
Thanks so much Grant! I really appreaciate the support and love mate :D Wowwww, a grappling hook! I've seen some other dreamers do it before so I think it's possible be dayum that'll be a toughie XD But then again perhaps not! I'll do some tinkering and see if I can figure it out. 🤓
Thank u so much I love ur videos
You're so welcome mate! Thanks for the support :D :D :D I'm glad I can help!
This tutorial was really helpful thabks
Glad it helped mate! 👍
Hey, thank you for the tutorial.
Can this be used for something like the gliding in Batman: Arkham Night? If so, how would you even begin something like that?
Yes my man you did it you son of a god
🤣🤣🤣 You too kind as usual mate 🤣🤣🤣
How would I make a idle animation while in air BTW great video
Amazing! Do you know how to make fall danmage?
Alas mate, I don't! But I remember reading about it somewhere. If I figure it out I'll make a video about it (probably a gameplay guide). Thanks for the comment!
@@meanlad ok :) can't wait
@@Mappove I got you it’s pretty simple actually use a guide thingy and find where it says player fall height
Meanlad could you possibly make a tutorial on dreams about how to make two button attacks. For example l1+R1 = a kamehameha. Please.
Hi Tammi :D Absolutely! I did exactly that in my Arcade Fighter Super Move tutorial. I've attached the link below. But you can start from 14:45, you don't have to worry about the other stuff (unless you wanna see the animation and design parts 🤓). I go over how to switch between attack modes. So like normally square is punch but then while you press L2, for example, it'll put you into super mode and if you then press square (i.e. L2 + square) it'll do like a kamehameha :D I might make a dedicated video for this that isn't part of that Arcade Fighter series but I hope this will help until then. Here's the link :D
Super Moves Tutorial: ruclips.net/video/ukg9NEfuyU0/видео.html
@@meanlad That video was exactly what I was looking for. I wanted to make a dragon ball xenoverse type game and switching between modes is really clever.
Woop woop! Thanks Tammi, I'm glad I could help. DBZ ftwwww 🤩🤩🤩
QUESTION! When my character is going down - the camera doesn't follow so I end up moving out of the scene ... likewise when I jump and come back down from a considerable height It drops me out of the scene rather than take me to the ground below .... do you know of a video or do you have a video to help this??
Thanks for the question Julian 🤩 So the reason the camera stops tracking you is because you go out of the scene (in other words you go under what the game perceives as the floor). The simplest way to avoid this is just to make your game have an in-game floor (like the street of a city or a field or whatever) so that there is a physical barrier preventing them from going there. So, you're essentially not fixing it but rather just avoiding it. The "fell out of scene" is a boolean value (1/0) so there's nothing we can do with it logic wise that would help.
The other option would be to make a camera rig which teleports to your character. This way the camera would always be around your puppet with them in the middle. I've been planning to make a camera rig video but they're a bit tricky. Hopefully I'll figure out a nice easy video for that soon. Hope it helps mate! 😁
@@meanlad THANK YOU FOR RESPONDING! Okay I will definitely try these options and if you can do a camera rig video I would certainly watch and subscribe a 1000 times again 😂✊🏾🖤
Can you do a tutorial on 2d shooter like Contra? Cant get the arm to move up and down for some reason. I must be missing something in the logic.
Yo mate, I'll see what I can do! I haven't done much in terms of 2D platformers but I'll see what I can do. What problem do you have with the arm? 🤓 Maybe I can help here in the comments
@@meanlad Well I actually was able to figure it out by remixing someone else's 2d shooter template. It had alot of extras , so I stripped it down and made it extremely basic and plan on publishing it so others can just hop in and create a 2d shooter.
The issue was just getting the shooting arm to work like contra. I had to turn off the poses chip and had issues with the logic to make it that smooth r stick direction aiming like in contra. Believe it or not theres no tutorials online or in game going over a 2d shooter.
I figured it out but a tutorial would be cool for those that want to learn logic. The method I found was easy, no calculator needed.
How can I increase flying speed? And thanks for your tutorials I'm learning so much.
Hey mate, it's my pleasure! 😁 So, all you have to do is increase your puppets walk/run speed since they're technically walking in the air 🤓
Do this by going l1 and square on your puppet, this will bring you into the puppet tweak menu. On the movement page you'll find walk speed and run speed which can be increased to make you fly faster! 🤩
@@meanlad that doesn't work
Thanks
You're so welcome my dewd!
Excelleeeent
Eyyyyy, thanks so much my dude XD
Great video! however every-time I press x twice to fly it keeps bringing me back to the original position in the scene where I rotated the flying pose. Any idea why this happens?
Hey mate, that sounds like a keyframe problem 🤓 probably you used a keyframe to move the entire puppet (rather than the individual parts of the puppet). This means that the keyframe tracks the position of the puppet not in relation to itself but in relation to the whole scene meaning it will jump back to the place where you animated it in the scene.
If you want to rotate the puppet, scope in with L1 + X and then rotate them from their pelvis. 🤓
@@meanlad hey, can u make a quick tutorial about this problem because the same thing happened to me.
Hey mean lad can you please do a better running, jumping, walking and stance tutorial, my character is running childish and funny and turn like a silly goose please help
I'll see what I can do about making some custom animations 🤓🙏🏻👍🏻
Awowoo~
Me: "Ah, the basic puppet. I've missed you, my friend..."
7:40 Alternate Take: "Now we're going to add some stuff so we're falling... WITH STYLE!!!" (copyright strike sounds)
Damping actually slows the object *to the target speed*. So you can leave damping at 100% :D
The keyframe won't be powered by a negative signal from the combiner by the way?
I thought about the falling with style line hey 🤣🤣🤣 but yes, dat copyright tho 😂😂😂
Oh dang! I didn't even know the damper worked like that 🤓🤩 thanks so much TAP! And it makes sense that a negative value wouldn't power the key frame anyway 🙈🤦🏻♂️ learning every day! 😂
@@meanlad "It's me Dustin. You're getting smarter every day."
Did he just say “OwO” ?
Oooooh! Who knows OwO?
how do i go faster?
Hey mate, change your character's walk/run speed in their puppet settings (when you're scoped out press L1 and square).
@@meanlad thanks keep up the good work
thanks
No prob mate!