6:40 Ok, I got stuck for a few minutes trying to figure out how to add the number 10 above the monsters head correctly. I couldn't rotate it. For anyone with the same problem, you have to go to the Text Display's *settings* tab, then enable 'In Scene'(As Lex says), but also make sure to enable 'Allow Rotation'. Dunno why this isn't set to on by default. All other things in the game allow rotation, so I was confused why this text displayer wouldn't let me. Edit : I ended up turning Allow rotation off, and enabling 'face camera'. It kept the rotated position, and the face camera makes sure the damage is always visible to the player.
@@DreamswithLadylexUK I think you left one or two other things out, like how to wire the death of the player to the player lives and its number displayed, but no problem. I think I'll be able to work it out. Just gonna go through the video again first to see if I missed anything. Brilliant series though, I must say! Edit : 7:41 shows what you missed - the variable modifier for the players lives. For anyone else following along, stamp a variable modifier, which is looking for the variable 'lives', choose 'Add' for the Operation Type, and -1 for the Operation Value. Now wire it to the 'Is Dead' output on the players Controller Sensor. Everything should work now.
Please help how can l apply an effect like fire around my character? But only when l do a special move. I can only add an effect to the character group but then the effect is on all the time. I want it only for a couple seconds during an attack animation but how? Please help
I feel like I’ve done everything right with the block. I just can’t seem to make it work. I have the transmitter and receivers in the right place wired up correctly. But the signal isn’t causing the health modifier to not work. I’m still being damaged. Please help
Great stuff as always! I would also have a health gauge for the monster at the bottom center of the screen, along with the hit points coming from their heads. Not asking you to add this, because I could most likely do it for myself. But it will be useful to know how much health the monsters have remaining.
There is no reason why you cannot have both options, with maybe health progress bars above the monster - possibly only showing for a few seconds when you hit them.
Setting a Variable "Persist in Dream" doesn't work for me. When starting a new level, the player automatically disapperas without placing the Lives Variable again. Please help.
OK. Do not put persistent variables in a puppet. Keep variables like lives outside the puppet or they will reset at respawn. You need the persistent variable in EVERY linked level or it wont have anything to pass the information to.
I am not sure of the advantage of that, and there is the added complication that selecting individual enemies and looking at them is not easy to determine as the detect sensor only detects a type of thing and cannot identify which thing it has detected. I think that mechanic might get hideously complicated.
@@DreamswithLadylexUK yes I can see how multiple enemies would complicate things. Maybe there's a way to determine which enemy is closest , or when locked on, you could use the right stick to switch between targets. I was thinking it'd be easier to attack if you could back away and still face the enemy . Thanks anyway, I enjoy these tutorials. Keep up the great work!
@@Killakif84 Its all possible, and I am up for working on your suggestion, but it is a lot more complicated than it would appear to be at first look. I just wish there was a way to identify individual objects and characters from the various detection gadgets like you could in Project Spark.
I think tags are the solution for this, so I will look at it, but I have some other plans for the scenario which may make this not necessary, but we will see.
@@Killakif84 Actually, now I have added just a simple detect and rotate mechanic it isn't bad, and doesn't cause the issues I was expecting, so I will include it in next weeks changes.
I find your videos very helpful. Could you help with creating melee attacks that lunge forward? As well as dodging? I'm currently attaching a teleporter to a tagged blocked just in front of the puppets AI icon so they lurch forward but it's janky and I feel there's gotta be a better way. Trying to create Arkham style free flowing combat that feels fluid. Anything you could add in your next video would be a big help! I'll watch regardless
Thank you for all these great tutorials! You have been my main source of learning trying to make my dreams reality. Had the lives mechanic and death scene working great while testing. Then I put them in all of my scenes. Now it automatically triggers the death door as soon as I start playing without triggering the death animation or death screen.. any ideas of what I've messed up? No testing I've done has solved it, and everything looks identical to before?
My guess is you have lost a wire somewhere. The doorway only activates when you tell it to - so check that it has a wire to the power and what powers it isnt going to start immediately. Dont forget all external wires are removed when you clone a microchip.
I imagine the more intelligent viewers can follow along but all these tutorials have me scratching my head lol Any plans on a tutorial explaining what all the microchips do? Most tutorials say like "stamp an and gate here" but what is an and gate lol
An AND Gate is exactly what it sounds like! I assume you know how trigger zones work? If so, here is a simple example of how to use an AND Gate - Let's just say you have a trigger zone in Level 1 of your game, which takes you to Level 2 when the player walks into the trigger zone. Easy! But to make finishing Level 1 a bit harder for the player, you can use an AND Gate to only allow the player to enter Level 2 if he walks into the trigger zone *AND* has a Level 2 Key. Here is an example for the NOT Gate - You could use a NOT Gate to check if the player has *NOT* got a Level 2 Key, in which case, you could display some text saying "You have not got the Key to Level 2.". Obviously you would need to know how to use some of the other gadgets to make all this stuff work, but it's extremely simple stuff. It just seems really confusing at first, but it's not. Just stick with it my friend. If I can learn it, I'm sure you can too.
@@DreamswithLadylexUK thanks for the link, its all like an aincent language to me but if I study it for long enough I'm sure some of it would go in the brain lol
@@Baha88 Yup, I had that lightbulb moment too when I learned it lol! It really is that easy my friend. BUT, if you're like me, you may keep stumbling along the way, and having the need to learn how other simple gadgets work, just to do something that you thought would be extemely simple. But stick with it! It really doesn't take long to learn the basics, and the basics can take you far. And it feels good to put stuff together without needing to look up how to do it.
I sure am glad that I came across your channel. As a noob, your videos are greatly benefiting me in Dreams. I do apologize that I didn't sub sooner.
Thank you for subscribing
6:40 Ok, I got stuck for a few minutes trying to figure out how to add the number 10 above the monsters head correctly. I couldn't rotate it.
For anyone with the same problem, you have to go to the Text Display's *settings* tab, then enable 'In Scene'(As Lex says), but also make sure to enable 'Allow Rotation'.
Dunno why this isn't set to on by default. All other things in the game allow rotation, so I was confused why this text displayer wouldn't let me.
Edit : I ended up turning Allow rotation off, and enabling 'face camera'. It kept the rotated position, and the face camera makes sure the damage is always visible to the player.
oops sorry, did I leave that one out.
@@DreamswithLadylexUK I think you left one or two other things out, like how to wire the death of the player to the player lives and its number displayed, but no problem. I think I'll be able to work it out. Just gonna go through the video again first to see if I missed anything.
Brilliant series though, I must say!
Edit : 7:41 shows what you missed - the variable modifier for the players lives. For anyone else following along, stamp a variable modifier, which is looking for the variable 'lives', choose 'Add' for the Operation Type, and -1 for the Operation Value. Now wire it to the 'Is Dead' output on the players Controller Sensor.
Everything should work now.
Please help how can l apply an effect like fire around my character? But only when l do a special move. I can only add an effect to the character group but then the effect is on all the time. I want it only for a couple seconds during an attack animation but how? Please help
I need help with that too! I'm trying to give my character a special move!
I feel like I’ve done everything right with the block. I just can’t seem to make it work. I have the transmitter and receivers in the right place wired up correctly. But the signal isn’t causing the health modifier to not work. I’m still being damaged. Please help
Also can’t get lives to decrease on screen when I die. I’ve done everything
@@SwaggyTdot Did you check out my demo of this in the Dreamiverse to compare with yours?
indreams.me/scene/dEtBsvcPyNq
I’m having the same issue. I even took pictures to match up the wiring. Still not working.
@@13Ricosama Have you looked at the level in the Dreamiverse? Are you saying it is not working in my original tutorial level, or just yours?
I actually figured out the problem today...I had the animation of the enemy attack set to continuous. Remixing your scene really helped. Thanks
Great stuff as always! I would also have a health gauge for the monster at the bottom center of the screen, along with the hit points coming from their heads. Not asking you to add this, because I could most likely do it for myself. But it will be useful to know how much health the monsters have remaining.
There is no reason why you cannot have both options, with maybe health progress bars above the monster - possibly only showing for a few seconds when you hit them.
Setting a Variable "Persist in Dream" doesn't work for me. When starting a new level, the player automatically disapperas without placing the Lives Variable again. Please help.
OK. Do not put persistent variables in a puppet. Keep variables like lives outside the puppet or they will reset at respawn. You need the persistent variable in EVERY linked level or it wont have anything to pass the information to.
@@DreamswithLadylexUK Thanks.
Can you add a lock on mode so maybe L2 will force you to face your enemy with a look at rotator? Should be easier to attack and block
I am not sure of the advantage of that, and there is the added complication that selecting individual enemies and looking at them is not easy to determine as the detect sensor only detects a type of thing and cannot identify which thing it has detected. I think that mechanic might get hideously complicated.
@@DreamswithLadylexUK yes I can see how multiple enemies would complicate things. Maybe there's a way to determine which enemy is closest , or when locked on, you could use the right stick to switch between targets. I was thinking it'd be easier to attack if you could back away and still face the enemy . Thanks anyway, I enjoy these tutorials. Keep up the great work!
@@Killakif84 Its all possible, and I am up for working on your suggestion, but it is a lot more complicated than it would appear to be at first look. I just wish there was a way to identify individual objects and characters from the various detection gadgets like you could in Project Spark.
I think tags are the solution for this, so I will look at it, but I have some other plans for the scenario which may make this not necessary, but we will see.
@@Killakif84 Actually, now I have added just a simple detect and rotate mechanic it isn't bad, and doesn't cause the issues I was expecting, so I will include it in next weeks changes.
How do you get the variable to go down
In the variable modifier choose Add and then use a minus number as the Operation Value.
Is there some possible way to regenerate our health?
I cover this in this series with regeneration of health when you stop moving.
How u get the heart on the screen?
I find your videos very helpful. Could you help with creating melee attacks that lunge forward? As well as dodging? I'm currently attaching a teleporter to a tagged blocked just in front of the puppets AI icon so they lurch forward but it's janky and I feel there's gotta be a better way. Trying to create Arkham style free flowing combat that feels fluid. Anything you could add in your next video would be a big help! I'll watch regardless
Thank you for all these great tutorials! You have been my main source of learning trying to make my dreams reality. Had the lives mechanic and death scene working great while testing. Then I put them in all of my scenes. Now it automatically triggers the death door as soon as I start playing without triggering the death animation or death screen.. any ideas of what I've messed up? No testing I've done has solved it, and everything looks identical to before?
My guess is you have lost a wire somewhere. The doorway only activates when you tell it to - so check that it has a wire to the power and what powers it isnt going to start immediately. Dont forget all external wires are removed when you clone a microchip.
I imagine the more intelligent viewers can follow along but all these tutorials have me scratching my head lol
Any plans on a tutorial explaining what all the microchips do? Most tutorials say like "stamp an and gate here" but what is an and gate lol
Check out my website www.dreamschool.co.uk. All the gadgets are described with tutorial examples.
An AND Gate is exactly what it sounds like! I assume you know how trigger zones work? If so, here is a simple example of how to use an AND Gate - Let's just say you have a trigger zone in Level 1 of your game, which takes you to Level 2 when the player walks into the trigger zone. Easy! But to make finishing Level 1 a bit harder for the player, you can use an AND Gate to only allow the player to enter Level 2 if he walks into the trigger zone *AND* has a Level 2 Key.
Here is an example for the NOT Gate - You could use a NOT Gate to check if the player has *NOT* got a Level 2 Key, in which case, you could display some text saying "You have not got the Key to Level 2.".
Obviously you would need to know how to use some of the other gadgets to make all this stuff work, but it's extremely simple stuff. It just seems really confusing at first, but it's not. Just stick with it my friend. If I can learn it, I'm sure you can too.
@@DreamswithLadylexUK thanks for the link, its all like an aincent language to me but if I study it for long enough I'm sure some of it would go in the brain lol
@@SkemeKOS thats helpful, reading this was like a light went off in my brain and I get it now (I think). Thanks for the help 😄
@@Baha88 Yup, I had that lightbulb moment too when I learned it lol! It really is that easy my friend. BUT, if you're like me, you may keep stumbling along the way, and having the need to learn how other simple gadgets work, just to do something that you thought would be extemely simple. But stick with it! It really doesn't take long to learn the basics, and the basics can take you far. And it feels good to put stuff together without needing to look up how to do it.