Creating a Stamina Mechanic | TAPgiles Daily Dreams Tutorial

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  • Опубликовано: 3 дек 2024

Комментарии • 35

  • @TReese1
    @TReese1 4 года назад +3

    As usual, this is super clear and concise. You are the best

  • @神山祥子
    @神山祥子 3 года назад +1

    Exactly what I needed put precisely and concisely! Thank you very much!

  • @TitansTracks
    @TitansTracks 4 года назад

    It took me a second to understand not point not is 0.0 😂
    Good stuff man keep it up, I like watching these tutorials because you have clean edits and pretty much explain everything as you go.
    Also if I might say;
    Ignore that XIMER TRACKS GUY and TIM.
    I think their bots or something, just ignore them , they've been spamming me as well.

    • @TAPgiles
      @TAPgiles  4 года назад

      Oh haha! XD Yeah I was saying "nought point nought." You got it ;P
      Yeah I thought Ximer might be a bot. If they leave more abstract nonsequitor comments I might block them in the future. We'll see if they demonstrate a consciousness.

  • @hir_zs
    @hir_zs 4 года назад

    Thank you so much ! I was looking for a solution exactly like this one to add stamina to ennemies, it's so simple but i was completely oblivious to it, thank you again !

    • @TAPgiles
      @TAPgiles  4 года назад

      Ah, the tricky thing is that a variable must be uniquely named. So if you want to clone a load of those enemies, you'll have to make a "local variable" setup or find one on the dreamiverse.
      I should do a tutorial on how to make one sometime...

  • @AJAthlete
    @AJAthlete 4 года назад +2

    Great video keep them coming ! How about a video on combat parry logic ?

    • @TAPgiles
      @TAPgiles  4 года назад +1

      Ooh--interesting idea!

    • @yeaown8139
      @yeaown8139 4 года назад

      @@TAPgiles VERY!

  • @TheSchoeminator
    @TheSchoeminator 4 года назад +2

    Can you do a tutorial on ledge grabbing on moving platforms? No one has ever done a tutorial on ledge grabbing on MOVING platforms. (Additionally also moving your character while ledge grabbing on a moving platform)

    • @TAPgiles
      @TAPgiles  4 года назад +1

      Working with moving platforms is a bit of a nightmare, actually. There's no way of scanning a nearby object to find out if it's moving--at least not fast enough to make it seamless. I'll have a think on it though...

  • @Tullerman
    @Tullerman 4 года назад +1

    Thanks for the help mate! I found it even easier to just add another puppet interface though and make a wire from the "Jumped" output, that way you can't press the jump button repeatedly while falling, let's say, and loose all your stamina instantly and your able to use the minimum jump feature should you so desire :)

    • @TAPgiles
      @TAPgiles  4 года назад +1

      Yeah that's fair enough. This was a hurriedly recorded one--I should've tested more thoroughly 😅

    • @Tullerman
      @Tullerman 4 года назад

      @@TAPgiles :)

  • @frasertomsfilm
    @frasertomsfilm 4 года назад +1

    great tutorial! The game almost needs custom macro's. I'm going to implement your logic to my kickboxing wip, but making it work with every single attack is a bit of a nightmare, and each of those attacks have other wires triggering reactions etc. I also find the impact sensor to be more unreliable than I thought as trigger. In your example here, not only should i apply it to motions taken, but also successful strikes to the body - that's another nightmare, the wires will be so crazy and hard to follow. I guess that's the price of making something intricate and intertwined like that though - really appreciate your videos whether they apply to me or not I always learn something cool.

    • @TAPgiles
      @TAPgiles  4 года назад +3

      Aw thanks mate! So glad to hear they're interesting even if it's not directly applicable. That's actually the main reason I teach; to give people the understanding of the tools to make whatever they like, as opposed to a list of instructions on how to make a specific thing.
      I would probably make a single chip and clone that around. For example, for a trigger that eats up stamina, give it an input node to trigger it and an output node to trigger the actual action. Have a value slider in there that sets how much stamina is required. Make it check, and use up stamina when necessary, and so on. So now when I want a new one of those triggers, I just copy that, adjust the value slider, and wire in and out. Job done.
      It could still get messy, but all the stuff for one trigger will be in one chip that hides it away.
      You could even export that so it's an imported object. Then if you want to tweak the inner workings of all of them at once later down the road, you can edit the source element of that chip, then in your character/scene update that element across that scene.

  • @lucassepulveda3354
    @lucassepulveda3354 4 года назад +1

    Thanks for your tutorials.
    Im in this moment creating a dash movement for my character but i dont know how to create differents animation depending on the direction in wich it move.
    Can you create a tutorial for this please?
    Sorry for my possible bad english.

    • @TAPgiles
      @TAPgiles  4 года назад +2

      Thanks! No worries, I understand completely.
      Yeah that's an interesting thing to tackle. I'll add it to my list of things to investigate and potentially make tutorials for...

    • @yeaown8139
      @yeaown8139 4 года назад +1

      I've actually managed to pull this off with the help of TapGiles' 8-direction splitter tutorial. I might be able to share the logic with you with an explanation on how it works, it's not that hard. Basically the 8-direction chip has outputs for the 8 different directions. Each of those directions goes into separate animations, so I have an animation for when I'm dodging forwards, backwards, sideways and diagonally now.

    • @lucassepulveda3354
      @lucassepulveda3354 4 года назад +1

      @@yeaown8139 thanks, that would be amazing,can you upload the logic on Dreams,and share your profile to look for it?

    • @YAB1234
      @YAB1234 3 года назад

      @@yeaown8139 can you put the logic on dreams?

  • @bigga8128
    @bigga8128 3 года назад +2

    Hey man, I was wondering how can I do this but with the running instead of the jumping? Because I wanted to add the stamina mechanism to the attack, run, and jump

    • @TAPgiles
      @TAPgiles  3 года назад

      You could set the run speed to 0, then use a keyframe to set it to normal running speed. Only power that keyframe when you have enough stamina left--just like you can only jump if you have enough stamina left.
      And reduce the stamina with a var-mod while a signal is sent from "running strength" in a puppet interface gadget.

  • @YAB1234
    @YAB1234 3 года назад

    Does anyone know how to do this but for other actions like running, attacking, dodging?

    • @TAPgiles
      @TAPgiles  3 года назад

      You'd use the exact same setup. Check if there's enough stamina, if there is then allow it. When a dodge triggers, subtract from the stamina. The method would be exactly the same.

    • @YAB1234
      @YAB1234 3 года назад

      @@TAPgiles Thanks

  • @shadowx8853
    @shadowx8853 3 года назад

    My variable refuses to change when I set initial value, any tips?

    • @TAPgiles
      @TAPgiles  3 года назад

      If you're changing it while time is running, that's because the initial value is only the *initial* value. As in, that's what it's set to when time starts running. So changing it will only affect what it will be next time you rewind and start running time again. Hope that helps?

    • @shadowx8853
      @shadowx8853 3 года назад

      @@TAPgiles I get it, I ended up figuring it out but I really appreciate that you reply to videos that are almost a year old, thanks

  • @yeaown8139
    @yeaown8139 4 года назад

    Pretty stupid question, but I am pretty stupid when it comes to basic logic. Say I wanted to have a two second delay before the stamina started recharging, how would you go about setting that up?

    • @TAPgiles
      @TAPgiles  4 года назад

      I'd use a timeline, myself. You can place any gadget on a timeline and it'll be powered and unpowered at the right times. And if you leave a gadget "hanging of the end" (drag the right edge beyond the end of the timeline) it will stay powered when the playhead gets to the end and the timeline is being powered by a wire.
      So I'd make a timeline, add the var mod to it, with a gap at the start, drag the right edge beyond the right edge fo the timeline (or pull the right edge of the timeline in so it cuts off the end of the gadget).
      Now set the playback mode to "once," so that it will start at the beginning when you start powering it. Wire the "do the thing" signal into the timeline's power, and also the var mod's power (this will make sure it doesn't do anything if the signal turns off halfway through).

    • @nicktubara
      @nicktubara 4 года назад

      @@TAPgiles wouldn't you just use the counter gadget and just set that to 2 secs?

    • @kryptonightmare7695
      @kryptonightmare7695 4 года назад

      You can also hook up a Counter and a timer to the stamina variable, causing the timer only to kick in when you're out of stamina, just set the timer to specific time, add a not gate etc. Its pretty simple, but at the same time, its confusing as hell if youre not used to the variables and gates, but a timeline can be easier if youre starting out. timelines i find are more in depth in terms of stamina, mainly because you have to make sure you have a variable in your timeline, and sometimes, itll just play anyways without stamina because its still bugged half the time.

    • @TAPgiles
      @TAPgiles  4 года назад

      @@kryptonightmare7695 Intresting. I use timelines for logic all the time and have no problems, myself.

    • @TAPgiles
      @TAPgiles  3 года назад +1

      @@nicktubara I think you mean a timer, but that would work too, yeah. Wire into reset when you want it to start from the beginning.