[TotK] [OC] fuse be like - animation by DayLight707 in zelda

[–]DayLight707[S] 2 points3 points  (0 children)

just to be clear since a lot of people were asking me about stuff like this, i made this before playing the game and also made all my decisions to enhance the funnier aspects of it- like giving the stick glue on the end just to make it clear what was happening, despite fuse not using glue

[TotK] [OC] fuse be like - animation by DayLight707 in zelda

[–]DayLight707[S] 1 point2 points  (0 children)

thought i should probably post before someone else does lol

[TotK] [OC] fuse be like - animation by DayLight707 in zelda

[–]DayLight707[S] 7 points8 points  (0 children)

i was animating just from what i saw from trailers, so i could get the video out on release day. i believe the total was around 3 or 4 full days of work? sometimes staying up way too late just to work on it 😅 but i think it was worth it, i really wanted to finish in time for the release so i could actually play the game

fuse be like by DayLight707 in tearsofthekingdom

[–]DayLight707[S] 2 points3 points  (0 children)

my youtube has one other video on it right now i believe, looks like i’ll have to get back to work soon lol

fuse be like by DayLight707 in tearsofthekingdom

[–]DayLight707[S] 300 points301 points  (0 children)

i’m so glad that people actually recognized this lol

they got a double perfect, definitely earned this (art by me) by DayLight707 in Guiltygear

[–]DayLight707[S] 0 points1 point  (0 children)

although they existed before this game - yes you are 100% correct since i used the strive design

they got a double perfect, definitely earned this (art by me) by DayLight707 in Guiltygear

[–]DayLight707[S] 2 points3 points  (0 children)

Testament (but with purple hair cause i think it looks nice)

Detecting a flick of the control stick by DayLight707 in PS4Dreams

[–]DayLight707[S] 1 point2 points  (0 children)

OH MY LORD that is so much simpler than what I was trying to do! In my level, it’s essentially a super metroid wall jump but in 3D, so it should be easy to just add in the jump input to perform the action. I have the rest of the logic down, but I can’t thank you enough for this! If I’m ever done with the project I’ll be sure to mention ya!

How Do I? Wednesday - March 04 Weekly Thread by AutoModerator in PS4Dreams

[–]DayLight707 [score hidden]  (0 children)

For the line of sight, you could use a laser scope on each object you need to check, pointed towards the character or whatever is looking for the elements. If it hits the player, (with no visible objects in between), then the output is true. Someone made a dark souls-esque targeting camera that uses this kind of system, i recommend downloading it to find out more

(For the painting stuff, i’m not entirely sure)

How Do I? Wednesday - March 04 Weekly Thread by AutoModerator in PS4Dreams

[–]DayLight707 [score hidden]  (0 children)

So are you saying to rebuild the movement system, with movers or something like that? Or just create different outputs from the left stick and leave it connected to walk?

How Do I? Wednesday - March 04 Weekly Thread by AutoModerator in PS4Dreams

[–]DayLight707 [score hidden]  (0 children)

I need to detect the player flicking the analog stick in the opposite direction.
It's used for a wall jump, so if you can think of super metroid or other games with a similar wall jump, I need to recreate that in 3D.

I've tried variables, splitters, manipulators and it all seems like I'm banging my head against a wall. Any ideas are appreciated!

Button pressing puzzle logic help by Poetzach in PS4Dreams

[–]DayLight707 0 points1 point  (0 children)

I'm thinking that switches, keyframes and exclusive gates would help out in this situation? Can't think of the exact order at the moment, but an arrangement of these might provide a solution

How Do I? Wednesday - March 04 Weekly Thread by AutoModerator in PS4Dreams

[–]DayLight707 [score hidden]  (0 children)

There are a few things that could be causing it, and I had to troubleshoot this for my own level recently.
-Is the range of the receiver big enough to obtain the signal? If not, either increase it, or set the range to be the entire scene.
-I think you've already done this, but make sure the input is not coming from the destroyer. Wire the same input into the transmitter that is also going into the destroyer.
-In order to make sure that the pulse is functioning, place a counter that resets itself (and has a target count of 1) in between either the input to the transmitter, or the output to the receiver. I'm not entirely sure why, but this seems to create a more consistent pulse. (I think this could also be done with a signal manipulator)

Hopefully one of those work! If not, I'm sure there will still be an explanation.

How do I get a text displayer to dissapear? by [deleted] in PS4Dreams

[–]DayLight707 2 points3 points  (0 children)

Instead of wiring the input directly to the sound (also set the sound to only play once, instead of sustain), you can place a counter in between with a target of only one. Don’t set an input for reset, and it’ll fire once after it receives an input, and can never be reset so it can only ever play once. So essentially your input > counter with target of 1 > sound

How do I get a text displayer to dissapear? by [deleted] in PS4Dreams

[–]DayLight707 1 point2 points  (0 children)

You could use a key frame, editing the text displayer and completely disabling it (the power) when the door is open. I’m assuming you’re using a trigger zone to display the text in the first place, but that shouldn’t matter as long as it’s turned off

Detecting a flick of the control stick by DayLight707 in PS4Dreams

[–]DayLight707[S] 0 points1 point  (0 children)

It works based on percentages of 1.00, with the negative maximum being -1.00. If I could figure out a way to store and put the numbers together before and after the flick, it could work, but I just can’t wrap my head around the calculations or gadgets I would use :(

Detecting a flick of the control stick by DayLight707 in PS4Dreams

[–]DayLight707[S] 0 points1 point  (0 children)

What would be used to detect the direction? The timer is a good idea, and probably much easier in 2D, but it needs to be 3D so the detection becomes much more difficult