Oooh~ (You should change your name to least-mean-lad because you're so friendly :D) Great tut, I'm sure it'll help people make skill trees which is awesome! I notice your intro voice was a good volume but then the demonstration voice was quieter. I turned my laptop up to 100% so it was comfortable. Regarding animating to red, if you record the starting colour into the first keyframe and the second keyframe has the red colour, you can then turn on "keep changes" for both of them and it will animate as normal and keep the changes afterwards. Without the need for that extra keyframe. So you're storing unlocks into variables... presumably so you can come back so the scene and they'll still be unlocked. But I don't see anything setting the colour if they're already unlocked? Using a naming convention is cool... I think I'd do it a different way. I would have an output node from each part of the tree that outputs if that one has been unlocked. And an input on each for if it's allowed to be unlocked. Then I can simply wire things up to make the structure. And I can rename variables and all the changes for that will be within a single chip. So for example, I could wire A2 > AB1 and B2 > AB1. If either are sending a signal then you can unlock AB1. And you could go back and rename A2 to "dualweilding" and B2 to "ground pound" and AB1 wouldn't care ;p And if I no longer wanted to require A2, and I move AB1 around... I can just remove that wire and job done. It won't mess up my naming system. I think I'd just spend days hung up on how best to do the naming convention that won't be too brittle and break if I change anything XD
Hahah! Thanks Tap-sensei. Too kind XD Thanks for the tips again :D Mmm, and that makes sense I would need to make it work so that ppl could leave one Dream and have something that checks whether it is unlocked rather than having it be unlocked on a timeline. I totally see where I could improve there. Maybe I'll fix it and release and update for the skill tree :D Aha! That's a pretty interesting strat for the naming convention :D I think I was going for wire-free system, but that one definitely makes great use of logic :D And yeah I was also like hmmmm, should I make a super strict row and column system XD so I feel you, one can really go totally nuts trying to figure out the perfect way to get it to work XD XD Thanks so much for your help as always :D :D :D
a guy made a pretty dope flash. the element you wanna stamp is called "the Flash (added abilities)" made by 'TheBy-way' .. a super talented dreamer. i'm not him, i wish i was that good. but he nailed it.
Hey, I’m trying to create Frozone from the Incredibles. I created his abilities already but I’m having trouble keeping him in the camera when I “Ice Skate” in the air and fall. It keeps Restarting my puppets position when I fall. Any way to fix?
yeah i think its in controller logic you gotta delete the wire from "fell out of scene" to "death". i was having the same issue with a flash and sonic i was working on. i added a camera in a keyframe during their hyper speed modes but now they wanna run in circles. when the camera is active. i have to snap it to the grid but it wont let me
Hey mate, I actually haven't figured this one out yet myself. Like Mojito says you can delete the connection between "fell out of scene" and "die" but for some reason the Dreams camera stays zoomed out. Not sure if this is a bug or if there's some way to fix it, but if I do find out I'll let you know :D
aaaaagggh i figured it out!!! you add a camera, and then make the camera active when you hit the ground. its in your puppet interface "on ground" attach a wire to the camera from that and everytime you hit the ground the camera will find you.
Hello Meanlad I am trying to make a fallout 3/NV style perk select page for a game I am making in Dreams, I have made logic similar to yours in my dream but I needs to be spread out across 7 dreams, I am thinking of making it similar to Fudgemuppt's perks done right video, with perk trees, but have found the display not for me and want to go in the old format (With perks divided between unlocked, available and locked). DO you know of anyone or anywhere I can look to start?
Hey mate! That sound cool! Love a good perk system. You could use this dream as a base but make it so that the variables persist in dream, that way you can have it work over several scenes. I would recommend you put all that logic into one microchip so you can easily copy it into multiple scenes. 🤓
@@meanlad Thanks for the reply & thank you for allowing me to use of system as a template, having have a few days to think about it, my tree has 200+ perks on it, any advice on streamlining the look so it is not big ( both logic & appearance), also if your interested I could always use a review of my work (Perk Names & Effects). Also I have limiting the perk points to 1 per 2 levels with a max of 50 levels, what do you think for the number of perks I have?
@@JRYYD Hey mate, that sounds awesome! Great job on making that many :D If you want me to take a look at it you can share it with me, my PSN is meanlad. The only thing I would be worried about is the max number of variables, as it might reach the limit if you have around 200. But ye, share away!
@@meanlad Hello I have sent you my work on perks, force on the dream called SPECIAL Perks, but the others will have slight differences in them if you want to take a look. Thanks for the offer to take a look.
Oooh~ (You should change your name to least-mean-lad because you're so friendly :D) Great tut, I'm sure it'll help people make skill trees which is awesome!
I notice your intro voice was a good volume but then the demonstration voice was quieter. I turned my laptop up to 100% so it was comfortable.
Regarding animating to red, if you record the starting colour into the first keyframe and the second keyframe has the red colour, you can then turn on "keep changes" for both of them and it will animate as normal and keep the changes afterwards. Without the need for that extra keyframe.
So you're storing unlocks into variables... presumably so you can come back so the scene and they'll still be unlocked. But I don't see anything setting the colour if they're already unlocked?
Using a naming convention is cool... I think I'd do it a different way. I would have an output node from each part of the tree that outputs if that one has been unlocked. And an input on each for if it's allowed to be unlocked. Then I can simply wire things up to make the structure. And I can rename variables and all the changes for that will be within a single chip.
So for example, I could wire A2 > AB1 and B2 > AB1. If either are sending a signal then you can unlock AB1. And you could go back and rename A2 to "dualweilding" and B2 to "ground pound" and AB1 wouldn't care ;p
And if I no longer wanted to require A2, and I move AB1 around... I can just remove that wire and job done. It won't mess up my naming system.
I think I'd just spend days hung up on how best to do the naming convention that won't be too brittle and break if I change anything XD
I love your videos
Hahah! Thanks Tap-sensei. Too kind XD Thanks for the tips again :D
Mmm, and that makes sense I would need to make it work so that ppl could leave one Dream and have something that checks whether it is unlocked rather than having it be unlocked on a timeline. I totally see where I could improve there. Maybe I'll fix it and release and update for the skill tree :D
Aha! That's a pretty interesting strat for the naming convention :D I think I was going for wire-free system, but that one definitely makes great use of logic :D And yeah I was also like hmmmm, should I make a super strict row and column system XD so I feel you, one can really go totally nuts trying to figure out the perfect way to get it to work XD XD
Thanks so much for your help as always :D :D :D
@@supergodblue2392 Who me? Or him? Or both? Probably both ;P
Eyy! What an honour to be lumped in with the most helpful dreamer 😂😉
@@TAPgiles both of you
Your also very Talented at Dream Creations, your channel should be Wayyyyy bigger💯
Ahhh! You're too kind mate T_T I really appreciate it mate :D
This is gold
Eyyy, thanks mate! 🤩 Glad it helps 😁
Sweet action! love this!
Tenx Vince broooooooooooooo :D
I'm just going to connect this to number C
-Meanlad 2021
One, Two, C! 🤣🤣🤣
Could you make a logic of chest?
Ooooh! Interesting. Like when you open it, it drops an item or something. I'll see what I can do!
@@meanlad yes is how are you said.I tried do but I failed.
Hi can you please make a tutorial on The Flash's Powers please.
Like super speed?
a guy made a pretty dope flash. the element you wanna stamp is called "the Flash (added abilities)" made by 'TheBy-way' .. a super talented dreamer. i'm not him, i wish i was that good. but he nailed it.
Yes sir like super speed
Hey, I’m trying to create Frozone from the Incredibles. I created his abilities already but I’m having trouble keeping him in the camera when I “Ice Skate” in the air and fall. It keeps Restarting my puppets position when I fall. Any way to fix?
yeah i think its in controller logic you gotta delete the wire from "fell out of scene" to "death". i was having the same issue with a flash and sonic i was working on. i added a camera in a keyframe during their hyper speed modes but now they wanna run in circles. when the camera is active. i have to snap it to the grid but it wont let me
Hey mate, I actually haven't figured this one out yet myself. Like Mojito says you can delete the connection between "fell out of scene" and "die" but for some reason the Dreams camera stays zoomed out. Not sure if this is a bug or if there's some way to fix it, but if I do find out I'll let you know :D
@@meanlad thanks, I appreciate it. Nice video xo
aaaaagggh i figured it out!!! you add a camera, and then make the camera active when you hit the ground. its in your puppet interface "on ground" attach a wire to the camera from that and everytime you hit the ground the camera will find you.
@@t.mojito7110 Oh snap! That's so smart! Great work mate thanks :D Woop woop!
Hello Meanlad I am trying to make a fallout 3/NV style perk select page for a game I am making in Dreams, I have made logic similar to yours in my dream but I needs to be spread out across 7 dreams, I am thinking of making it similar to Fudgemuppt's perks done right video, with perk trees, but have found the display not for me and want to go in the old format (With perks divided between unlocked, available and locked). DO you know of anyone or anywhere I can look to start?
Hey mate! That sound cool! Love a good perk system. You could use this dream as a base but make it so that the variables persist in dream, that way you can have it work over several scenes. I would recommend you put all that logic into one microchip so you can easily copy it into multiple scenes. 🤓
@@meanlad Thanks for the reply & thank you for allowing me to use of system as a template, having have a few days to think about it, my tree has 200+ perks on it, any advice on streamlining the look so it is not big ( both logic & appearance), also if your interested I could always use a review of my work (Perk Names & Effects). Also I have limiting the perk points to 1 per 2 levels with a max of 50 levels, what do you think for the number of perks I have?
@@JRYYD Hey mate, that sounds awesome! Great job on making that many :D If you want me to take a look at it you can share it with me, my PSN is meanlad. The only thing I would be worried about is the max number of variables, as it might reach the limit if you have around 200. But ye, share away!
@@meanlad Hello I have sent you my work on perks, force on the dream called SPECIAL Perks, but the others will have slight differences in them if you want to take a look.
Thanks for the offer to take a look.
@@meanlad Hello did you get my work?
Jirre bra ekt nie eers gedink dit kan week nie
Jy wiet mos my bru, ons maak n plan 😉🤙🏻