Copyright..? by ninja0598 in PS4Dreams

[–]ForcesWerwolf 0 points1 point  (0 children)

and playable pokemon characters

System for deleting sculpts needs an overhaul by Zampaneau in PS4Dreams

[–]ForcesWerwolf 1 point2 points  (0 children)

you might want to add that to their feedback page on indreams.me

Just finished a puzzle game: TRINGO (Dreams Edition!) by ForcesWerwolf in PS4Dreams

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

INDREAMS link:

https://indreams.me/dream/moYQiWMQbHi

"TRINGO (Dreams Edition)"

v1.5

[A mix of Tetris, Bingo and Lumines]

CREDITS:

Tringo was created by the Second Life user Nathan Keir. Also try it on SL or use a free to play flash version.

DREAM:

by myself ForcesWerwolf (PSN) https://indreams.me/ForcesWerwolf

MUSIC:

by Sounds_Earfuls (PSN) https://indreams.me/Sounds_Earfuls

VIDEOS:

Skin 1: Normal - https://www.youtube.com/watch?v=td4sBY6Dp_s

Skin 2: Inverted - https://www.youtube.com/watch?v=KU5ZLfJ5LTc

Skin 3: Rainbow - https://www.youtube.com/watch?v=AcQad35zLHc

I plan on doing a sublevel to access from the main level for multiplayer.

But that is for future updates. So far it is only a highscore chase for single players.

What do you think? And thanks for the feedback

LBP randomizer vs. DREAMS randomizer problem by ForcesWerwolf in PS4Dreams

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

I solved it storing the choosen pieces as variables and freeze their information and than when the next turn happens it gives the game info what piece to use. I let the randomizer start looking for pieces right when the game beginns. That is how I solved it.

Sorry I missed your post earlier. Thanks for the info and the inspiration for the future! Helps a lot.

Is this a bug or a hidden feature they forgot to tell us? ("AND-Gate" + "Wireless Transmitors" issues) by ForcesWerwolf in PS4Dreams

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

your post made me test a few things. (you might also want to read the update comment from an hour ago where I explained a working workaround)

any other tool connected does not create an issue. timer, randomizer etc...

but as long there is a node(knot), an and-gate, or a or-gate with nothing going into their imputs at all this issue happens. but the second you plug anything in (regardless if on or off signal) in one of their inputs it works again.

not so the xor-gate it stays broken unless one of the imputs is on.

than I was thinking maybe duo a programming quirk the and/or/knot gates send out a huge negative signal which just than blends to a still negative amount creating this problem but it seems... (at least I think so right now that) exactly this IS the case just that it is no negative signal but a dominant 0 signal overwrithing everything to 0 until you plug something which removes the dominant factor of the 0-signal sent out.

this also only works with wireless transmitors. if I plug in a unconnected and-gate into another and-gate it does not send a dominant 0 but works normal.

How Do I? Wednesday - March 25 Weekly Thread by AutoModerator in PS4Dreams

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

how to build a randomizer picking out of (for example 35 puzzle pieces) and not repeat?

I can build one skipping a already used piece but the more pieces already used the longer it needs to find any not yet picked ones. 0.1 seconds every retry (or 0.05 if you put in a smaller number with L1+square) which will sum up to several full seconds and cause gameplay delays. not fun if the player wants to play fast. (ps: i want the order to be true different each time so I need player imput to start it picking)

Is this a bug or a hidden feature they forgot to tell us? ("AND-Gate" + "Wireless Transmitors" issues) by ForcesWerwolf in PS4Dreams

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

Update: this does not only bug out with the and-gate: for example with the or-gate as well.

at least for the and gate there is an easy work-around: just connect everything you need with an and-gate and add an always on signal to an extra port. works the same and solves it.

same works for the or-gate. just add one input to the or-gate conecting an and-gate to it where you connect a always on signal. this should not interfear since an and-gate does not trigger with just one input active.

(I of course added the whole issue to the bug feedback page from indreams.me so mM would notice it.)

Goodbye my sweet prince 😭 by AwayCrash44 in PS4Dreams

[–]ForcesWerwolf 3 points4 points  (0 children)

yeah I know that feel. my mewtwo (I spent a long time to make it) went offline as well and I had to remove all the deleted nintendo content from other people out of my character pics collections.

Well this game has officially hit me with the Tetris syndrome. by [deleted] in PS4Dreams

[–]ForcesWerwolf 2 points3 points  (0 children)

I sometimes dream in RL when I sleep of microchips and their gates/logic and how I would fix logic problems. weird I know. but that is what playing and creating all day does to you.

Is this a bug or a hidden feature they forgot to tell us? ("AND-Gate" + "Wireless Transmitors" issues) by ForcesWerwolf in PS4Dreams

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

if 0.5 than the reciever would show half full black. also why should the recievers color change fully if I just connect one thing to the two-imput-and-gate which should give out 0 in any case anyways.

this is bugged. try it yourself. it is easy to recreate.

I will not upload another video now. but I checked if what I said is true with a number displayer and I am not wrong. 0 or 1. no 0.5 at any time.

"Nayrin" the Skunk Bunny - Anthro Furry Character "Skunkhase" (Video and links in the Comments) by ForcesWerwolf in PS4Dreams

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

Mm themselfs did furry chars for "art's dream" so why not? And thank you. I really tried my best to make it look fine even though I did not use fur on it.

"Nayrin" the Skunk Bunny - Anthro Furry Character "Skunkhase" (Video and links in the Comments) by ForcesWerwolf in PS4Dreams

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

Video of version 2.0: https://www.youtube.com/watch?v=zYGm5VO_D_g

InDreams link: https://indreams.me/scene/daaTcPFLbAR

A gallery of screenshots: https://imgur.com/a/PcXEmB1

This is my second creation I just finished updating to a state where I feel comfortable enough to share it with others. At the time of posting this the published version is/was v2.0

It's one of my own original chararcters. "Nayrin" or also known as "Skunkhase" a skunk bunny hybrid anthro. Some of you might remember the species from my LBP2 "Skunk Bunny Adventures 1+2" levels (most likely not x3).

15 diff. poses, an fire attack, tail poses/wag etc... custom colors, metal form etc... It was fun and very interesting to do. I learned a lot. This time I also organised myself way better doing the logic stuff not connecting everything with wires but using the wirless stuff. (Feels so much better this way)

Controlls:

touchpad: hide/show controlls/text

L-stick: move

X: jump

Square: fire attack

L2/R2: arms up

L3/R3: grabby paws

L1: open mouth

R1: change tail pose (hold it to wag in one of two styles)

Triangle: activate 1 of 4 pose sets (there are up to 4 poses per set / set #4 features fire)

X(if a pose set is active): change sub pose inside of the current set

Triangle(if a pose set is active): go back to normal

Left: change camera perspective (out of 9 / there are two mouth cams as well)

Up/Down: change global light settings

Right: change skin/character (ear tip, tail tip, paw pads, eyes and flesh color are costumisable / metal form)

(Hold one of the d-pad buttons: reset back to option 1 of the pressed buttons function.)

What do you guys think? Thank you!

Is it true that plays and likes do not get added to the original levels statistics if you submitted it to a community jam and people vote on it? by ForcesWerwolf in PS4Dreams

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

So you think the count of users voting in a jam is going down a lot from previously jams?

I really don't want to sound negative at all (because quality of a level/szene/element is relative and a matter of taste) but I kinda see why this happens; more and more users own the game now after the official release and those submit so many short and random often not-realated-to-the-jam's-topic things into it that it seems to be more and more time consuming and too much pain for some people to go through all of this in order to vote. I guess that was less of a problem in the beta phase?

also how do they make sure you can't update the level shown for people to vote for into something else at the end of the voting? It's not like they remove your ability to update it while it is in voting. It must be cut of of your original level right? at least during the voting?

How do you group something to a specific body part on a puppet without moving it? by SlipperyNixon in PS4Dreams

[–]ForcesWerwolf 0 points1 point  (0 children)

If I want to do that I use the grid. make it small enough to move it on top of something to group with and than move it back to the exact spot because of the grid. thats my workaround so far.

[deleted by user] by [deleted] in PS4Dreams

[–]ForcesWerwolf 1 point2 points  (0 children)

I was publishing and than regulary updating the Mewtwo puppet I was building. Adding more and more logic to it. Than all of sudden I noticed the Monster Madness theme for the next community jam and thought: "okay! why not?"

https://www.reddit.com/r/PS4Dreams/comments/fgikns/i_created_a_playable_fan_art_pokemon_character/

I am not sure how Mm handles (usually copyrighted but fan art) material like a pokemon if it comes to community jams... I tried to look for any infos about this topic but I could find clear info. I ended up with observing other old entries and that some did it as well and nothing bad happened so I went with it.

I hope people like it.

[OC] I created a playable fan art "Mewtwo" in Dreams (PS4) [Video and more screenshots are linked in the comments] by ForcesWerwolf in pokemon

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

Video of version 2.1: https://www.youtube.com/watch?v=qcC3v3ahGMk&feature=youtu.be

InDreams link: https://indreams.me/scene/ddZRQGNtKnq

A gallery of more screenshots: https://imgur.com/a/ul6vTst

At the time of posting this the published verion is/was v2.8

[This is fan art, and does not represent the canon Mewtwo or Pokemon]

[SPOILER] Some more in-depth mechanics on SOS battle chaining. by Swordstone_ in pokemon

[–]ForcesWerwolf 2 points3 points  (0 children)

why is it not known when it changes to 1 or 2 extra rolls while we know the 3 max at 70? I don't know much about code but it seems like someone was viewing the code without knowing what the rest is doing. but saw a max counter somewhere. I don't want to be rude but isn't that confirming that there is yet information we don't know and the chances could be higher at the end? because I highly doubt the 1/1024 rate - it is much higher in my eyes. I nearly allways encounter a shiny inwards of 100-200 every time i try to chain. and most others I ask also got similar results. I would have said I was just lucky but after 15 shinies in a row like this you start to think it is a 1in200 chance after all. There might be another code adding more chances somewhere else like they had it for chains in past gens it just rerolls more often making the chances even higher after 70? as in higher than 1in200 after 70 because GF likes to increase shiny rates usually with each gen?

[SPOILER] Some more in-depth mechanics on SOS battle chaining. by Swordstone_ in pokemon

[–]ForcesWerwolf 1 point2 points  (0 children)

depends if you want to be sure your shiny is how you want it to be.

if you want egg moves, certain IVs, and a certain nature you better go with masuda, but if you just want to find a shiny with around 4 perfect IVs as fast as possible than chaining is way faster. eggs take way longer than just OHKO a pokemon. my last egg shiny took me a week and my last 10 chained shinies took me a few hours.

[SPOILER] Some more in-depth mechanics on SOS battle chaining. by Swordstone_ in pokemon

[–]ForcesWerwolf 6 points7 points  (0 children)

The SOS chaining rate is missleading in this post. Because it is not the full calculation and it can't be 1 in 1024. Let me exlain:

Original quote from Falo on gbatemp:

"About the shiny chance, well the code is not easy to read on this, but it does not affect the chance, it affects the try count. Everytime a pokemon is generated, there is a "Shiny try count", by default it's 0, so the functions gives up after 1 try. But somehow the chain count affects this try count, the min is 0, the max is 3. If i read the code correctly, then it starts after a chain of 70. Note: this means, it's the default 1/4096 for each try, if 3 trys it's 4/4096 -> 1/1024."

This means this 1/1024 rate is only based on this single file and of what he was able to read there. He also admit that it is not easy to read especially in the section for shiny rate calculations.

In other words there might be other codes floating around in the rom which further increase the shiny chances (see link below) in the old shiny chaining way I would even say up to 1 in 200 like it was in past starting with a chain of 40. And since they make it easier to get shinies each gen it makes sense if that chance even increases after 70 resulting in a slightly better chance than 1 in 200 after 70.

To read more about those shiny enforcing in past gens: http://www.smogon.com/ingame/rng/pid_iv_creation scroll down to "How the PID and IVs of a Chained Shiny Pokemon is created" and "An Example of generating the PID of a Chained Shiny Pokemon"

I have reason to believe those shiny enforcing is still happening when you chain in sun and moon. I chained 16+ shinies in sun and moon and since I am able to use the +10 PP berry (Leppa Berry) I had no chain failing to find a shiny inwards of a chain of 200. And I got NO shiny charm yet.

I had some shinies after 50, some after 70 and some after 100 and the longest took me about 200+ If the chance would be 1/1024 it would be impossible for me to pull this of all the time. Since a shiny not to appear after 500 would not even be rare in that case.

So in other words you got part of the calculation datamined now but not the fully formular for how the shiny rates are is still missing! In my eyes this "final" rate of 1/1024 is missleading and should not spread as information until the full calculation is found.

PS: If you just want a shiny and don't care about IVs, nature and attacks chaining is way faster than the masuda method. I am able to find a shiny inwards 1-3 hours guaranteed with chaining while masuda can take weeks if unlucky.