How do I create a Long Jump
My biggest criticism for Dreams at the moment isn’t the genres you are able to create in this game, but it’s the amount of depth you can have with your own control scheme.
Truth be told, for a platformer, the only moves you can do with your character that I’ve seen is a single jump, double jump, sprinting, and walking, with several in between customizations you can do with this move set.
But what if I wanted to create a deeper control scheme for my character in particular. So, this question doesn’t solely pertain to a long jump, but how to you do more platforming animations such as:
1. Long Jump
2. Diving after a simple jump
3. Attempt to replicate the triple jump/somersault
From 3D Mario games etc
I think I’d be awesome if the community were to be able to create these type of animations, so that we don’t just are able to make any type of game, but give it supreme depth of gameplay if we chose for our character and not just environmental creation.
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This stuff is possible, but requires someone to make the logic and animations. You can wire a button press from a controller gadget to a timeline with keyframes to trigger your own character animations.
Someone made a basic puppet that is programmed with a swimming animation, if you're looking for an example. -
It's all possible within the logic system.
Long jump example: Create a keyframe that increases the puppet's movement speed, decreases the acceleration, decreases gravity and decreases jump height. Create a selector that activates it when your long-jump button is pressed, and de-activates when the puppet touches the ground.
Dive: When the puppet is not on the ground and the dive button is pressed, activate a selector. Add a signal manipulator to convert the signal to a pulse, connect that pulse to a mover that gives the character a burst of forward speed. Change the character's pose and disable procedural animation using keyframes, and play a get up animation after the player touches the ground for a certain amount of time.
Pretty much any action you might want is possible with different combinations of laser pointers, zones, movers, keyframes, animation, and logic. Some things like the turn-around somersault can be pretty complicated to create logic for, but that's more of a limitation on the creator's ability rather than a limit on the toolset's capabilities. -
What phort said. Look at all the remixable examples of people using keyframes to animate their characters, it's fairly simple to do if you just want a specific jumping animation.
Drag out the deluxe puppet and scope into the logic. Try to understand how it works, you'll notice three keyframes responsible for the jumping/hang-time animation in the air. You should be able to just modify that for your long-jump. Attach a mover or even a force applier to your puppet, connect it to the input you'd like to use --> bam, you've got a long jump.
And if this seems all too intimidating because you barely started out with Dreams: publish it. Publish your efforts and have someone look at it. People are really open to do anything right now, so you'll be bound to get some kind of help. Long jumps definitely not going to be a problem! -
You could literally do any movements types you wish.. it just takes some logic and keyframes. There are examples out there as well, like the souls inspired game with that cat character they showed in a stream.. hes has a dive roll made.. theres a level called "project spellcast" where the character can surf on her magic wand.. the animations MM gives you in the puppet are just basic simple templates not actual limits. If you want your characters to do more you simply have to make it.
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Have you tried making this stuff in Dreams? What made you think these things weren't possible?
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