Mine is not a hidden feature or mechanic of the game , i just noticed that setting rotation speed and acceleration/deceleration of a puppet super high you get very snappy and gamey controls , it also reduces the wankyness you sometimes get from tweaking the animations .
Yeah that's one of the most crucial aspects of game animation for player characters. It has to be snappy in order to feel responsive to player input. This is why you'll seldom see a character wind up to do a jump in a game unless it's some kind of special super jump. Instead the "anticipation" part of the jump is cut off for responsiveness.
@@Shoop400 Yeah unless you're playing an old tomb raider game those had proper wind up jumps haha. But yeah without tweaking the rotation speeds your puppet just looks drunk haha
Great stuff. Keep it up. My tip: L1 + R1 on outgoing wires (from chips) auto centers the view to the other end of the wire, even if it's on the other side of the scene.
If you press up or down in the green space between keyframes it'll change how strong the interpolation between them is! If you animate a puppet using a keyframe, make sure to be scoped into the group of the puppet. The keyframe records the position relative to the group of the animated object, so if you animate the whole puppet it'll save the position in the scene and playing it back it'll return the puppet to where it was when you were animating it. When sculpting, remember you can place the shape and then move it afterwards! It makes it a lot easier to be precise with the movement, especially helpful with negative shapes (that you can select by hovering the spot where the negative shape touches a normal shape). When you're working with chips and cables, pressing X on a cable will put a little pin on the cable to help make it more organized, but if you drag two pins together on two cables it'll fuse the pins and the cables will stay joined together! There's a ruler gadget where lights and cameras are, that you can use to make your scene with actual measurements. Unfortunately the ruler disappears in sculpt mode, so the way I found to work around it is to create a cube, then resize it until it matches the size of the ruler, and then that cube won't disappear while you're sculpting! These are a few of the tricks I found so far!
Thank's for sharing these tips and suggestions, I really appreciate it so please keep up the AWESOME work and I'll keep coming back for more and sharing your video's with as many people as I possibly can.
Mate, go into your Preferences and change the default sculpting tool from Smear to Stamp, then you don't need to switch it manually every time to go into Sculpt mode. Keep up the good work.
These tips are very helpful. I've always wondered how you apply this effect at 3:36 with just the DualShock:D As someone who is new to dreams, does every object need to have that fluffy look (flecks) to everything you make in dreams? It's a unique feature, but if I was to remake Call of Duty let's say, then I don't want all of my weapons to look fluffy, even when looked close in detail! Is there a way to work with the flecks to not have fluffy weapons, or even remove the flecks completely where they are not suited?
The flecks are part of the game engine and cannot be removed, BUT as someone who's almost exclusively made first person shooters, I don't think they're too big of an issue! The reason is that the sculpt detail tool also works in reverse. It BTW basically dictates the ''resolution'' (size of flecks) of sculpts. Since weapons take up a large part of the screen in FPS games, I tend to make them much more detailed than if they were just a prop or a third person weapon. The fluffy look only starts becoming potentially immersion breaking when either the impasto (how ''3D'' the flecks are) level is really high, or the object in question is not detailed enough. You unfortunately won't be able to give the environment the same level of detail, but this is equivalent to how real game developers spend less polygons on random objects in their environments than the main character. They face the same kind of problem, but it's of course less obvious.
Hey @@intrattackout, thank you for your very detailed response. I find it helpful that you can lower the size of flecks making them not as obvious. I guess no matter how realistic a product in Dreams looks, there would always be flecks visible to the eager eye. Though I got to say, I have to look really closely at some creations to spot the flecks, if I can even see them at all! Dreams is by far the most powerful game engine that doesn't have a learning curve as steep as Unity or Unreal Engine let's say. FPS is one of my favourite genres of gaming, your tutorials cover your FPS projects well and I am looking forward to making my first FPS one day:D In the mean time I'll enjoy watching yours!
¡Great tips! I've been doing stuff in Dreams for a month now and I'm getting deeper and deeper in love with it. I'm into sculpting stuff for other people to use, but I didn't know how to pack stuff into a dream.
the dreams workshop has a good amount of tutorials on how to do some basic things. i think a lot of people miss the workshop tutorials or dont check them out. theyre helpful.
Another useful tip that would help a lot of creations is deactivating collision on any objects decorating a character, this way the characters limbs don't get stuck in cracks in the level and glitch out, which I see a lot of when dream surfing
I've tried Dreams with the moves, but to my own surprise I prefer the DS4! The only thing they are definitely better at is freeform sculpting. I'm less of a sculptor myself and when I do sculpt I usually just stamp and strech things. As a result I usually don't really need them. If you want to make some painterly art the moves make that job way easier though!
Yep me too i tried them both on the start the ds4 doesn't feel right and ya think the move will be a dream but idk after like a week of creating my game I got used to the ds4 and i think for everything maybe nit sculpting but almost everything the ds4 is better
I don’t want to brag or anything, but I knew all of these already lol. I really appreciate what you’re doing here for the newer players, though. If you could make more of these videos, the without be great
My tip is to have a Journal, like one with paper. I've got tons of things in there for notes on tools and such but also story boards and sketches. Really been a great help
I have almost 900 hours in this game and still didn't know half of this stuff, it's a testimant to just how much content dreams has. I still haven't even attempted any music or sound design, or done literally anything with the paint tool. All those hours have been just a fair ammount of sculpting, a decent ammount of animation, and a lot of logic which I still don't fully understand even now, and I barely dream surf. This is all shocking because I'm normally out of stuff to do in a game in less than ten hours, but I feel like I've barely interracted with half of Dreams' content even now. How is this game overlooked?
I have a question. As someone who doesn't have this game yet, I don't know what is possible. Let's say you make a semi-open world game-- is it possible for a player to save there progress? Or do they have to restart the game every time they close it?
Saving works in two ways. 1. when you make a dream (linked scenes), Dreams will remember what scene the player entered last, so when you boot up a dream you quit earlier, you will always start at the beginning of the level you last played/unlocked. 2. With the help of a variable gadget it's possible to save values. You can use that to save the amount of points the player has for example, or the difficulty setting, if the player plays inverted etc. Some things might take a lot of logic but you can pretty much save anything you want in theory.
Intrattackout thanks for getting back to me. So maybe it’s less “memory” with the full release. I’ve been wondering if this “thermo” I’ve heard about will be different as well
@@AdamPaulStone Things can only improve at/after launch! Mm has mentioned in the past that every limit they have put in Dreams is on the ''safe'' side, because if they lower any of their limits there will be tons of players who's creations now exceed that and won't work anymore. Luckily the thermo is already quite generous, so I wouldn't worry about memory!
Whose idea was it to put the create Dream option at the very end of the list in a game called Dreams? Thanks for that global tweak for the fall deaths I actually needed this for my upcoming level! Great hidden tips all round!
Any idea why for example I'm creating a flying game, but everytime I go downwards, my camera follower etc resets itself and the character kinda flys back up to an original orientation without actually going down at all. Like I stop, fly down,and the character snaps back up basically.
@@intrattackout might be a timer or logic thing I screwed up on with the follower, bt it's just weird it works, an then snaps back. It's a small scale puppet lol. My imps also missing so who knows.
@@kryptallics2111 Haha sometimes Dreams baffles me too. Some weird things definitely happen sometimes and it can be really hard to figure out what the problem actually is. Do report back if you've found a solution, I'd be interested to know!
Hey could you make a tutorial on how to make areas? Everything I made looked horrible. And I have a problem. When I move my Controller the character moves aswell. Please help me.
I'd certainly like to! I do have a bit of a list of stuff I want to cover, so it might take me a while, but I would like to do a tutorial on general level layouts and design. For the controller movement, somewhere in the tweak menu of a puppet there is a slider or button (don't remember right now) called something like gyro movement. Turn that completely off and your character will not move anymore when you move the controller.
I have a question about your, satisfying FPS in dreams video, when you said you Uploaded the templates to dreams does that mean we can take the satisfying FPS you made and put it into our very own dream???
🫐By AMA🫐 To whom it may concern. The Key to making an over unity Electric generator work is mechanical advantage. In this case the mechanical advantage is achieved by getting the electric motor that is spinning to be able to spin a quantity of separate vertical discs that are connected to devices that generate electrical current while spinning to generate more current then the electric motor needs to spin. One of the ways to achieve this without violating the laws of thermo dynamics is to exploit magnetic field effects. To do this,attach a horizontally positioned disc to a bar the motor is spinning. You then place magnets on the top of the horizontal disc that the electric motor is spinning in a way that makes it so while the disc is spinning around, the magnetic fields are pushing upwards onto the edge of the vertical discs they hit into, forcing them to spin, thereby generating electric current. To get the magnetic fields to only hit into one of the edges of the vertically positioned discs, just put a material under the vertical disc that keeps the magnetic field from pushing against the disc until it reaches that one open spot where the magnetic field can hit up against the edge of the vertical disc, pushing it into a spin. In this way, the magnetic fields will be forced to do work that the electric motor wont be doing. This is how it's possible to achieve an Over Unity Electric generator. Extra Note: If anyone uses my ideas for none profitable means great I hope it helps, but if they are used to gain profit in any way I want small amount of royalties of anything that comes out of it please. :) My e-mail is starfire7654321@yahoo.com 🫐By AMA🫐
Mine is not a hidden feature or mechanic of the game , i just noticed that setting rotation speed and acceleration/deceleration of a puppet super high you get very snappy and gamey controls , it also reduces the wankyness you sometimes get from tweaking the animations .
I noticed this recently as well, and I used to think people's puppets were just bad haha
Yeah that's one of the most crucial aspects of game animation for player characters. It has to be snappy in order to feel responsive to player input. This is why you'll seldom see a character wind up to do a jump in a game unless it's some kind of special super jump. Instead the "anticipation" part of the jump is cut off for responsiveness.
@@Shoop400 Yeah unless you're playing an old tomb raider game those had proper wind up jumps haha. But yeah without tweaking the rotation speeds your puppet just looks drunk haha
This is one of the most useful Dreams videos I've seen so far
Great stuff. Keep it up.
My tip: L1 + R1 on outgoing wires (from chips) auto centers the view to the other end of the wire, even if it's on the other side of the scene.
I did not know that!
Oh, that's a great one!
Wow what a great hidden feature
If you press up or down in the green space between keyframes it'll change how strong the interpolation between them is!
If you animate a puppet using a keyframe, make sure to be scoped into the group of the puppet. The keyframe records the position relative to the group of the animated object, so if you animate the whole puppet it'll save the position in the scene and playing it back it'll return the puppet to where it was when you were animating it.
When sculpting, remember you can place the shape and then move it afterwards! It makes it a lot easier to be precise with the movement, especially helpful with negative shapes (that you can select by hovering the spot where the negative shape touches a normal shape).
When you're working with chips and cables, pressing X on a cable will put a little pin on the cable to help make it more organized, but if you drag two pins together on two cables it'll fuse the pins and the cables will stay joined together!
There's a ruler gadget where lights and cameras are, that you can use to make your scene with actual measurements. Unfortunately the ruler disappears in sculpt mode, so the way I found to work around it is to create a cube, then resize it until it matches the size of the ruler, and then that cube won't disappear while you're sculpting!
These are a few of the tricks I found so far!
People on youtube explain this at ease, and I'm still struggling how to put a scarf on a dude
Ew
Thank's for sharing these tips and suggestions, I really appreciate it so please keep up the AWESOME work and I'll keep coming back for more and sharing your video's with as many people as I possibly can.
Mate, go into your Preferences and change the default sculpting tool from Smear to Stamp, then you don't need to switch it manually every time to go into Sculpt mode. Keep up the good work.
These tips are very helpful. I've always wondered how you apply this effect at 3:36 with just the DualShock:D As someone who is new to dreams, does every object need to have that fluffy look (flecks) to everything you make in dreams? It's a unique feature, but if I was to remake Call of Duty let's say, then I don't want all of my weapons to look fluffy, even when looked close in detail! Is there a way to work with the flecks to not have fluffy weapons, or even remove the flecks completely where they are not suited?
The flecks are part of the game engine and cannot be removed, BUT as someone who's almost exclusively made first person shooters, I don't think they're too big of an issue! The reason is that the sculpt detail tool also works in reverse. It BTW basically dictates the ''resolution'' (size of flecks) of sculpts.
Since weapons take up a large part of the screen in FPS games, I tend to make them much more detailed than if they were just a prop or a third person weapon. The fluffy look only starts becoming potentially immersion breaking when either the impasto (how ''3D'' the flecks are) level is really high, or the object in question is not detailed enough.
You unfortunately won't be able to give the environment the same level of detail, but this is equivalent to how real game developers spend less polygons on random objects in their environments than the main character. They face the same kind of problem, but it's of course less obvious.
Hey @@intrattackout, thank you for your very detailed response. I find it helpful that you can lower the size of flecks making them not as obvious. I guess no matter how realistic a product in Dreams looks, there would always be flecks visible to the eager eye. Though I got to say, I have to look really closely at some creations to spot the flecks, if I can even see them at all! Dreams is by far the most powerful game engine that doesn't have a learning curve as steep as Unity or Unreal Engine let's say. FPS is one of my favourite genres of gaming, your tutorials cover your FPS projects well and I am looking forward to making my first FPS one day:D In the mean time I'll enjoy watching yours!
@@miffedcrew8868 Thanks so much man!
¡Great tips! I've been doing stuff in Dreams for a month now and I'm getting deeper and deeper in love with it. I'm into sculpting stuff for other people to use, but I didn't know how to pack stuff into a dream.
the dreams workshop has a good amount of tutorials on how to do some basic things. i think a lot of people miss the workshop tutorials or dont check them out. theyre helpful.
Another useful tip that would help a lot of creations is deactivating collision on any objects decorating a character, this way the characters limbs don't get stuck in cracks in the level and glitch out, which I see a lot of when dream surfing
I've had the game for five days and just love it. Thanks for the tips! Have you tried Dreams with the PS Move? Is it worth it?
I've tried Dreams with the moves, but to my own surprise I prefer the DS4! The only thing they are definitely better at is freeform sculpting. I'm less of a sculptor myself and when I do sculpt I usually just stamp and strech things. As a result I usually don't really need them. If you want to make some painterly art the moves make that job way easier though!
Yep me too i tried them both on the start the ds4 doesn't feel right and ya think the move will be a dream but idk after like a week of creating my game I got used to the ds4 and i think for everything maybe nit sculpting but almost everything the ds4 is better
Its cool seeing a creation you made in a another video. I love this game!
Your videos are insane value per second
Thanks for the L1 + Triangle tip for Smear/Stamp!
I don’t want to brag or anything, but I knew all of these already lol. I really appreciate what you’re doing here for the newer players, though. If you could make more of these videos, the without be great
Never noticed the ability to cycle through key frames.
Thanks for the tip.
Excellent tips round up, never noticed the chords feature, thank you
Thank you. I absolutely love your videos! Great stuff as always my friend.
My tip is to have a Journal, like one with paper. I've got tons of things in there for notes on tools and such but also story boards and sketches. Really been a great help
Good tip! I've also started sketching again, for level layouts and environment art, and it really helps with keeping me on track.
I have almost 900 hours in this game and still didn't know half of this stuff, it's a testimant to just how much content dreams has. I still haven't even attempted any music or sound design, or done literally anything with the paint tool. All those hours have been just a fair ammount of sculpting, a decent ammount of animation, and a lot of logic which I still don't fully understand even now, and I barely dream surf. This is all shocking because I'm normally out of stuff to do in a game in less than ten hours, but I feel like I've barely interracted with half of Dreams' content even now. How is this game overlooked?
I have a question. As someone who doesn't have this game yet, I don't know what is possible.
Let's say you make a semi-open world game-- is it possible for a player to save there progress? Or do they have to restart the game every time they close it?
Saving works in two ways. 1. when you make a dream (linked scenes), Dreams will remember what scene the player entered last, so when you boot up a dream you quit earlier, you will always start at the beginning of the level you last played/unlocked.
2. With the help of a variable gadget it's possible to save values. You can use that to save the amount of points the player has for example, or the difficulty setting, if the player plays inverted etc. Some things might take a lot of logic but you can pretty much save anything you want in theory.
Intrattackout thanks for getting back to me. So maybe it’s less “memory” with the full release. I’ve been wondering if this “thermo” I’ve heard about will be different as well
@@AdamPaulStone Things can only improve at/after launch! Mm has mentioned in the past that every limit they have put in Dreams is on the ''safe'' side, because if they lower any of their limits there will be tons of players who's creations now exceed that and won't work anymore. Luckily the thermo is already quite generous, so I wouldn't worry about memory!
That intro game uses my Steer Skull i believe :)
THANKS U
U HELP ME A LOT
Whose idea was it to put the create Dream option at the very end of the list in a game called Dreams? Thanks for that global tweak for the fall deaths I actually needed this for my upcoming level! Great hidden tips all round!
Draw the notes manually is very usefull in deed, I come from little big planet and when I saw the way of create music here, I got depression.
Any idea why for example I'm creating a flying game, but everytime I go downwards, my camera follower etc resets itself and the character kinda flys back up to an original orientation without actually going down at all. Like I stop, fly down,and the character snaps back up basically.
Huh, interesting. Not familiar with that unfortunately.
@@intrattackout might be a timer or logic thing I screwed up on with the follower, bt it's just weird it works, an then snaps back. It's a small scale puppet lol. My imps also missing so who knows.
@@kryptallics2111 Haha sometimes Dreams baffles me too. Some weird things definitely happen sometimes and it can be really hard to figure out what the problem actually is. Do report back if you've found a solution, I'd be interested to know!
Great Video!
Can you make a video about making sculptures possessable? I started a sculpture from scratch but now I’m stuck at that point.
400 to 3000 in 11 months, man thats crazy.
Cant wait to fkn get this
Thanks good tips
Hey could you make a tutorial on how to make areas? Everything I made looked horrible. And I have a problem. When I move my Controller the character moves aswell. Please help me.
I'd certainly like to! I do have a bit of a list of stuff I want to cover, so it might take me a while, but I would like to do a tutorial on general level layouts and design.
For the controller movement, somewhere in the tweak menu of a puppet there is a slider or button (don't remember right now) called something like gyro movement. Turn that completely off and your character will not move anymore when you move the controller.
@@intrattackout Ok thx
Awesome!
I have a question about your, satisfying FPS in dreams video, when you said you Uploaded the templates to dreams does that mean we can take the satisfying FPS you made and put it into our very own dream???
I know this is 3 weeks late but yes it means you can use his FPS
More tips! :)
What's that dream in the intro with the cool colors and stuff?
Arena of Disco, a shooter I made!
Indreams link: indreams.me/dream/mYZySXnEMXh
I'm level 22 in four days 😎
Looking forward to Skyrim: Dreams Edition XD
Wait... there’s limits on how much you can do? That sucks
Geometry dash on crack. I love dreams
I'm still lost lol
Haha welcome to dreams!
🫐By AMA🫐 To whom it may concern.
The Key to making an over unity Electric generator work is mechanical advantage. In this case the mechanical advantage is achieved by getting the electric motor that is spinning to be able to spin a quantity of separate vertical discs that are connected to devices that generate electrical current while spinning to generate more current then the electric motor needs to spin. One of the ways to achieve this without violating the laws of thermo dynamics is to exploit magnetic field effects. To do this,attach a horizontally positioned disc to a bar the motor is spinning. You then place magnets on the top of the horizontal disc that the electric motor is spinning in a way that makes it so while the disc is spinning around, the magnetic fields are pushing upwards onto the edge of the vertical discs they hit into, forcing them to spin, thereby generating electric current. To get the magnetic fields to only hit into one of the edges of the vertically positioned discs, just put a material under the vertical disc that keeps the magnetic field from pushing against the disc until it reaches that one open spot where the magnetic field can hit up against the edge of the vertical disc, pushing it into a spin. In this way, the magnetic fields will be forced to do work that the electric motor wont be doing. This is how it's possible to achieve an Over Unity Electric generator.
Extra Note: If anyone uses my ideas for none profitable means great I hope it helps, but if they are used to gain profit in any way I want small amount of royalties of anything that comes out of it please. :) My e-mail is starfire7654321@yahoo.com
🫐By AMA🫐