I think this might be a bug - in Creator Clash I’ve got this exact setup but now when I recreate it, it also loses the animations.. this might be fixed in an update, but for now you can just pulse the teleporter and that should fix it up
There's another detail about teleporters you may need to tweak someday: the origin transformation, or point and rotation. Teleporters move the target so the origin ends up on the destination point and or rotation. You can grab and tweak the origin transformation (little white ball like on an emitter) if you want to tweak the teleportation result
Awesome stuff. I hadn't even discovered that this was even a gadget yet lol. Now i can make the flashlight equipable rather than grouping it to his hand.
Thank you very much for taking the time to explain this gagset's potential applications. Not gonna name any names but some people have produced some very shotty "tutorials" for some of these gagset's. Now I know exactly what it does or can do and how I will be using it.
@@JimmyJules153 and its done haha thank you JimmyJules153 you have no idea how much thermo you made me save whit your tutorials haha (specially the one about the emitters).
I'm trying to make a 2d ragdoll fighting game so I use a advance mover and dampen the z axis but the puppets tend to drift on the z axis still how could I fix that ? Is it because I'm using a force applier for the impacts?
Yes i think that would be due to the force applier, you could crank the speed of the follower and that might help a bit, but if you're using a force applier they will (even though it's slightly) come off the plane
At 3.15 min. The targets are not comming allong and the are groupd, has there been an update who has some tips.struggling real hard. Are can put it in the dreamverse to pick up🤔😥😥😥
It would be great if the "affected object" could be anything... Not just one object, that's not flexible and scalable. For example, I am creating a portal that I want more than one character to be able to use. Now I would need to create a separate teleport for each character or object.
I have my own thermo trick. You can make a tutorial of it if you want. I have these box's my character can smash and carry around etc but most thermo techniques won't work perfectly for movable items so i start by having a player sensor hooked up to a not gate which goes to a spawner and a destroyer (with all the other logic that makes my box work - keep this microchip open so you can tweek the spawner when this box is selected as a spawned in item) i then copy that same box delete all the logic accept the player sensor spawner and destroyer i then wire them up and use the spawner on the 2nd box to spawn the original box in the same place as the 2nd box i then copy the second box to make a box which will already be spawned into my level and use the spawner on the original box to spawn in the second box in the original box. this kinda creates a infinite loop. So now i have a box with just a player sensor spawner and destroyer without all the other logic and when i get close that box is destroyed as the box with all the logic is spawned in the same place (not noticeable) inthen box 2 spawns back at a short distance away . The most box's (with all logic) that can be spawned in is 8 (if they are all surrounding my character) and i can place about 300 other box's in my level with no issue. Without using this technique i can only place about 90 box's in my level
When box is moving through air and box 2 spawns in i noticed it looses it's movement and falls strait to the floor so i used a movement sensor wired it into a not gate then into a and gate on box 1's microchip and had the wire from the other not gate into the and gate input and had the and gate output go into the spawner and destroyer instead of the output from the first not gate. I also added another tag sensor to box 2 and 3 to a or gate and had the player sensors output go into the spawner and destroyer instead of the output from the player sensor. This is a optional type of option people could use for this method i use it so the box can be destroyed by explosions from a distance (box 1 has all the animations etc)
You can also use a similar method to have alot of moves for a character but have each move on a separate character that spawns in inthen spawns back the original when move is finished. I'm guessing i can have all the moves end on a particular animation and have the original spawn back using that animation which eases back into his original animation creating a none noticeable change from characters. Because only one character is spawned in at a time you could match the amount of thermo cost as which ever character takes up the most. Using this you could have a mass amount of moves at the cost of 1 (this method with character hasn't been fully tested yet but the box's have)
Maybe I should have watched all your videos before starting my Pacman clone. You won't believe the crazy logic I ended up implementing to get the movement right, and it still bugs out sometimes. I tried movers, and changed to followers, but if I knew that teleporters could be used incrementally it would have made my life so much easier!
Hindsight is 20/20 my good sir! I can't count the number of times i've made something, then a week later looked at it and thought 'what was i thinking!'. It's just about trying out the gadgets. I still find better ways to do things every day in Dreams, so it's definitely a learning process!
Was trying to teleport a puppet into a scene using a tag in a timeline, didn't work. Then I tried just putting the tag down, still didn't work. I had the destruction of the first puppet power on the teleport gadget. Trying to switch puppets.
I would probably try getting it to work with a couple of sculpts first, rather than a puppet as they add another level of complexity. If you do it with the sculpts it might help you figure out what's not working with your puppet setup :)
You sure could! although it'd be instant so it might not quite get the effect you're after, you might be better using a fast mover if you want a bit of travel time in the move. I'm not too familiar with Naruto sorry :/
I have exactly recreated what you made(grid movement) but if the blocks teleports to the tag. The tags just stay in their place, even when they are grouped together. Do you maybe know what could be wrong?
I do! Make sure you stamp your teleporter microchip to the GROUP and not to the cube within the group! That should fix it up :) let me know if you’re still stuck
JimmyJules153 yes that was it thank you, but now i've got another problem. If i move my object in any direction, it slighty moves up, do you know how to fix that too?
Ah! Ok so if you take the microchip on the cube OUT of the group with the tags and the cube, and put it on the group rather than inside it that’ll fix that up :) hope that helps
@@JimmyJules153 Ive been waiting so patiently or a teleporter tutorial, thank you! and thanks for coming back to add this tip. If i do anything to the chip it adds it back to the group and i have to back it out to make it all work again. I was getting mighty confused.
Is there any way to make the affected object(s) dynamic? Like whatever object touches a trigger zone for example? (and not having to link up every possible object preferably)
Hi! Thank you so much for the tutorial! It was exactly what I was looking for! Do you have any input on how to prevent a teleported object you are carrying from going through walls? Video example: twitter.com/mannekaeng/status/1239218072126398469?s=20 All the best!!
I do not no sorry, great looking mechanic though! I think you’d have to use a laser scope, and then keyframe the tag origin to move closer to the character when the laser scope finds a wall in front of the player if that makes sense 🤔
Wow, that Sword Effect is really useful!
Short, simple and very informative. Great tutorial.
Very very good video mate...
And the examples are the best thing about your videos...
Awesome I needed that turning trick never would have guessed the teleporter was the key
But how do you keep the walking animation or do I have to make one
I think this might be a bug - in Creator Clash I’ve got this exact setup but now when I recreate it, it also loses the animations.. this might be fixed in an update, but for now you can just pulse the teleporter and that should fix it up
@@JimmyJules153 cool
The turn-based logic will come in handy for later projects. Great work.
There's another detail about teleporters you may need to tweak someday: the origin transformation, or point and rotation. Teleporters move the target so the origin ends up on the destination point and or rotation. You can grab and tweak the origin transformation (little white ball like on an emitter) if you want to tweak the teleportation result
Wow!! Colour Chaos looks awesome!!!!
Wow this is the best. 1 ive seen online..all easy clear importend info
Awesome stuff. I hadn't even discovered that this was even a gadget yet lol. Now i can make the flashlight equipable rather than grouping it to his hand.
Thank you very much for taking the time to explain this gagset's potential applications. Not gonna name any names but some people have produced some very shotty "tutorials" for some of these gagset's. Now I know exactly what it does or can do and how I will be using it.
Very glad it helped friend! 😊 ♥
Very good tutorial as always. Used teleporters loads of times, but your examples show good uses 👍
Thanks again Jimmy! Great examples!
4:45 ignore this comment I just need this for a character I am creating tomorrow haha
lol gave me a good laugh
@@JimmyJules153 and its done haha thank you JimmyJules153 you have no idea how much thermo you made me save whit your tutorials haha (specially the one about the emitters).
Thanks Jimmy. This was very helpful. Just getting into logic and this is perfect.
I'm trying to make a 2d ragdoll fighting game so I use a advance mover and dampen the z axis but the puppets tend to drift on the z axis still how could I fix that ? Is it because I'm using a force applier for the impacts?
Yes i think that would be due to the force applier, you could crank the speed of the follower and that might help a bit, but if you're using a force applier they will (even though it's slightly) come off the plane
colour chaos is amazeballs
That game you made looks awesome!!
I live your videos, thanks for posting them, very helpful. Can you make one on making items blink in and out sitting in the same spot please?
At 3.15 min. The targets are not comming allong and the are groupd, has there been an update who has some tips.struggling real hard. Are can put it in the dreamverse to pick up🤔😥😥😥
Love this tutorial love this community
Hmm you can use teleporters to make moving platforms niceee,great video
This video was very helpful thank you
It would be great if the "affected object" could be anything... Not just one object, that's not flexible and scalable.
For example, I am creating a portal that I want more than one character to be able to use. Now I would need to create a separate teleport for each character or object.
I have my own thermo trick. You can make a tutorial of it if you want. I have these box's my character can smash and carry around etc but most thermo techniques won't work perfectly for movable items so i start by having a player sensor hooked up to a not gate which goes to a spawner and a destroyer (with all the other logic that makes my box work - keep this microchip open so you can tweek the spawner when this box is selected as a spawned in item) i then copy that same box delete all the logic accept the player sensor spawner and destroyer i then wire them up and use the spawner on the 2nd box to spawn the original box in the same place as the 2nd box i then copy the second box to make a box which will already be spawned into my level and use the spawner on the original box to spawn in the second box in the original box. this kinda creates a infinite loop. So now i have a box with just a player sensor spawner and destroyer without all the other logic and when i get close that box is destroyed as the box with all the logic is spawned in the same place (not noticeable) inthen box 2 spawns back at a short distance away . The most box's (with all logic) that can be spawned in is 8 (if they are all surrounding my character) and i can place about 300 other box's in my level with no issue. Without using this technique i can only place about 90 box's in my level
When box is moving through air and box 2 spawns in i noticed it looses it's movement and falls strait to the floor so i used a movement sensor wired it into a not gate then into a and gate on box 1's microchip and had the wire from the other not gate into the and gate input and had the and gate output go into the spawner and destroyer instead of the output from the first not gate. I also added another tag sensor to box 2 and 3 to a or gate and had the player sensors output go into the spawner and destroyer instead of the output from the player sensor. This is a optional type of option people could use for this method i use it so the box can be destroyed by explosions from a distance (box 1 has all the animations etc)
You can also use a similar method to have alot of moves for a character but have each move on a separate character that spawns in inthen spawns back the original when move is finished. I'm guessing i can have all the moves end on a particular animation and have the original spawn back using that animation which eases back into his original animation creating a none noticeable change from characters. Because only one character is spawned in at a time you could match the amount of thermo cost as which ever character takes up the most. Using this you could have a mass amount of moves at the cost of 1 (this method with character hasn't been fully tested yet but the box's have)
So helpful, thank you!
Maybe I should have watched all your videos before starting my Pacman clone. You won't believe the crazy logic I ended up implementing to get the movement right, and it still bugs out sometimes. I tried movers, and changed to followers, but if I knew that teleporters could be used incrementally it would have made my life so much easier!
Hindsight is 20/20 my good sir! I can't count the number of times i've made something, then a week later looked at it and thought 'what was i thinking!'. It's just about trying out the gadgets. I still find better ways to do things every day in Dreams, so it's definitely a learning process!
Can you use the teleporter on characters ?
Thanks
Really good.
Thanks for those tutorials. :)
Was trying to teleport a puppet into a scene using a tag in a timeline, didn't work. Then I tried just putting the tag down, still didn't work. I had the destruction of the first puppet power on the teleport gadget. Trying to switch puppets.
I would probably try getting it to work with a couple of sculpts first, rather than a puppet as they add another level of complexity. If you do it with the sculpts it might help you figure out what's not working with your puppet setup :)
@@JimmyJules153 I know, I know, baby steps :) gotta stand before I can run.
Could you use this to make a dash attack in a fighting game ? Or like a naruto "substitute jutsu" type teleport for defense ?
You sure could! although it'd be instant so it might not quite get the effect you're after, you might be better using a fast mover if you want a bit of travel time in the move. I'm not too familiar with Naruto sorry :/
@@JimmyJules153 no problem teleport would work just as good. Thank you for the reply. Keep up the great content I'm learning alot !
I have exactly recreated what you made(grid movement) but if the blocks teleports to the tag. The tags just stay in their place, even when they are grouped together. Do you maybe know what could be wrong?
I do! Make sure you stamp your teleporter microchip to the GROUP and not to the cube within the group! That should fix it up :) let me know if you’re still stuck
JimmyJules153 yes that was it thank you, but now i've got another problem. If i move my object in any direction, it slighty moves up, do you know how to fix that too?
My sword just floats around his hand. He is not holding it. How can i change that?
Make sure the tag is scoped into the puppet and the tag is *stamped to* its hand :)
What a great tutorial
I tryed what you did at 3.14 min but the targets don't come allong the can only move 1 time each direction 🤔😪help i got it groupd
Ah! Ok so if you take the microchip on the cube OUT of the group with the tags and the cube, and put it on the group rather than inside it that’ll fix that up :) hope that helps
@@JimmyJules153 thanks for the tip i am gone try it
@@JimmyJules153 Ive been waiting so patiently or a teleporter tutorial, thank you! and thanks for coming back to add this tip. If i do anything to the chip it adds it back to the group and i have to back it out to make it all work again. I was getting mighty confused.
I'm teleportin ova EAAAA!
Great video!
Where are the tags
Is there any way to make the affected object(s) dynamic? Like whatever object touches a trigger zone for example? (and not having to link up every possible object preferably)
Unfortunately not sorry :/
amazing thx
Don't fuckin jimmy me jules.
Ahlala, so much excellent tutos and not understand the half. Zut, flûtes, @₩#$% ! For when the translate 😊?
Hi! Thank you so much for the tutorial! It was exactly what I was looking for! Do you have any input on how to prevent a teleported object you are carrying from going through walls? Video example: twitter.com/mannekaeng/status/1239218072126398469?s=20
All the best!!
I do not no sorry, great looking mechanic though! I think you’d have to use a laser scope, and then keyframe the tag origin to move closer to the character when the laser scope finds a wall in front of the player if that makes sense 🤔
JimmyJules153 Thanks! I’ve not worked with laser scopes yet, but i will look into it!
You’ll want to use the ‘falloff’ option to slowly activate the keyframe :) let me know if you get stuck and good luck!