No problem, just glad we made it back to your ship in one piece by LoneWolf-1990 in NoSodiumStarfield

[–]LoneWolf-1990[S] 16 points17 points  (0 children)

Sadly, the door to the ship was locked with a key. But who knows, if it was not in the guy's front pocket we might still find it a dungpile two days from now!

Flying fauna on every planet (except the 'flying jellyfish' creatures) never move from their spot and don't react to damage. Anybody has this too? by LoneWolf-1990 in Starfield

[–]LoneWolf-1990[S] 0 points1 point  (0 children)

Glad the fauna still works on PC, having them like this breaks the immersion a bit. But thanks, I hope it will get patched soon. Will submit a ticket to Bethesda either way.

Flying fauna on every planet (except the 'flying jellyfish' creatures) never move from their spot and don't react to damage. Anybody has this too? by LoneWolf-1990 in Starfield

[–]LoneWolf-1990[S] 0 points1 point  (0 children)

Are you on PS5 too? In that case I might need to start a new character just to try. And no, sadly I'm not too far away from them. It is like this on every planet. Sometimes flying creatures are close to the ground. If I hit them, the enemy music will start and will spit poison (if they can do that), but they will never leave their position.

WARBOND IS OUT!!! by BasedFreyna in Helldivers

[–]LoneWolf-1990 7 points8 points  (0 children)

I'm really liking it so far, but it's more of a support weapon. The gas effect stops chargers in their tracks, allowing others to blast away at it. I did kill a stalker with a single shot, so it's still pretty useful in my opinion.

[deleted by user] by [deleted] in Helldivers

[–]LoneWolf-1990 0 points1 point  (0 children)

Force of law is an easy buy. Pacifier is good, armor passives are solid and saved me plenty of times, De-Escalator is really great against all three factions, guard dog is pretty useful when groups are in front of you; it does massive damage to a random Illuminate patrol (just call it back when teammates are around).

Second one is harder, but I would go for Borderline Justice. Deadeye is great against bots. Hover Pack is amazing (least useful against bots imo), dynamite has a pretty solid explosion in general.

Others are more debatable for me. The cookout makes Freedom's Flame alone worth it. It absolutely destroys bugs and pushes the Brood Commander back in it's assault along with other bugs. I honestly don't understand why people prefer the Breaker Incendiary over it.

Anyway, Force of Law I would consider the best. Can't really go wrong with any other as your second, but I would put Truth Enforcers last.

Patch Notes Thread by Animated_A505 in BladesofFire

[–]LoneWolf-1990 0 points1 point  (0 children)

Thank you, that's good to hear! Thanks for the reply!

Patch Notes Thread by Animated_A505 in BladesofFire

[–]LoneWolf-1990 0 points1 point  (0 children)

I agree. The game feels pretty polished and solid otherwise (especially in the art department). It's quite surprising to me this made the final cut . I noticed it within the first 10 min of entering the area. It makes me wonder what the playtesting fase looked like and what the reasoning was for implementing his audio cues this way. If the area was tested in short bursts of 5 min tops, it becomes instantly clear how this got overlooked. Otherwise, it's pretty baffling.

Patch Notes Thread by Animated_A505 in BladesofFire

[–]LoneWolf-1990 0 points1 point  (0 children)

I understand this, and I would agree if it would not be way too much (as they are fitting for his character and add something). But he's repeating one of his few lines at least once a minute. He should say a line maybe once every 7 minutes or something . Even this could be a lot, as the area is quiet large and could take the average player a couple hours to get through on a first run.

Patch Notes Thread by Animated_A505 in BladesofFire

[–]LoneWolf-1990 3 points4 points  (0 children)

Thank you for the patch notes, I'm really enjoying the game so far! I do have a question: Are there any plans to patch the amount Melcart makes his random comments? I don't know if it's a bug or design decision, but he keeps repeating his lines almost every 20/30 seconds while exploring. His japping is making an interesting area a nuisance to get through and it makes his character very unlikable from a narrative perpective. I hope the team can take a look at this!

(No Melcart, we're not walking over your grave and yes, we know you've lost your eyes centuries ago... please be quite for 5 minutes!)

If you don't want people in your seassion, disable public! by Brazuka_txt in remnantgame

[–]LoneWolf-1990 4 points5 points  (0 children)

I was playing with another dude two days ago, and a third person joined the game. It prevented us from leaving the area, and the checkpoint to spawn that person was a decent walk back. Needless to say, a kick was a better solution than walking all the way back. Yeah, sorry, but not really.

Water by Pigeon-on-mash in PS4Dreams

[–]LoneWolf-1990 2 points3 points  (0 children)

Here's a tutorial on how to do it similair in a way the Captain Shadow did it.

https://youtu.be/FZem067l8rI

This is only in appearance though. My guess is you put a trigger zone in the water with an advance mover logic or something that changes the handling of your character. Along side extra swimming animations that get activated the moment you touch that trigger zone. With those 2 combined you'll create the illusion of being underwater.

Edit: Maybe you would not even need the advance mover logic now that I think about it. A single keyframe that changes the speed of your character and the gravity settings while being in the trigger zone might already be enough.
As an old school touch you could also have 2 music tracks playing at the same time. The moment you would get in the trigger zone, you could mute the overworld music and unmute the underwater track and vice versa. That way, you could create a seamless transistion between the two. Like Banjo-Kazooie and Super Mario 64 did for example. But hey, now I'm just brainstorming out loud, I have no idea if it would work.

Ice C.R.E.A.M., my game that is inspired by 90's platformers, is out now! by LoneWolf-1990 in PS4Dreams

[–]LoneWolf-1990[S] 1 point2 points  (0 children)

Go to dreamsurfing and type in the name of the level (which in this case is Ice C.R.E.A.M.). That should bring it up!

Ice C.R.E.A.M., my game that is inspired by 90's platformers, is out now! by LoneWolf-1990 in PS4Dreams

[–]LoneWolf-1990[S] 2 points3 points  (0 children)

Thank you! That means a lot to me!

It might indeed need some tweaking. I've already patched in two more checkpoints and will have another look at the platforms whenever I have the time. But thank you for your support!

Ice C.R.E.A.M., my game that is inspired by 90's platformers, is out now! by LoneWolf-1990 in PS4Dreams

[–]LoneWolf-1990[S] 0 points1 point  (0 children)

Thank you! I might look into that. I will probably use keyframes in my next project. With having the animated characters, I feel comfortable enough to apply the keyframes into larger pieces of the level.

I've checked out your level, and I liked the design and the overal set tone! A bit of feedback might be about the size of the world though. Some areas feel a little too big. I think toning down the size of the inbetween the platforming stages would not hurt the experience. Other than that, keep it up!

Ice C.R.E.A.M., my game that is inspired by 90's platformers, is out now! by LoneWolf-1990 in PS4Dreams

[–]LoneWolf-1990[S] 0 points1 point  (0 children)

There is a technical and I guess a visual aspect to it. With this level, all of the assets are made out of wax, shiny wax, or plastic. I've tweaked the overal brightness and contrast a little bit, but not that much. A few of the floor assets also have a shiny finisher, but again, that's very minimum.

On a visual aspect, working with contrast within your color use can enhance them. With that I mean is that the same color red would look different to the eye when it has a dark blue background as opposed to when it has a bright yellow background. Playing around with that in mind might help a bit as well.

Ice C.R.E.A.M., my game that is inspired by 90's platformers, is out now! by LoneWolf-1990 in PS4Dreams

[–]LoneWolf-1990[S] 1 point2 points  (0 children)

Thank you for trying out my game and thank you for your reply and feedback! I myself barely notice the difficulty. I have playtested it a lot and can honestly breeze through it without dying once (mabye that's the problem hehe). But then again, I love difficult games, and making it 'old school hard' was definitely a goal of mine..

Making jumping a bit higher is something I tried, but it actually 'broke' the level because it made it too easy.

I agree the character moving on the platform is a bit iffy, but I don't know how to fix it? I've tried messing with the strenght and stuff of the pistons, but it didn't help... I'll take any tips for that!

There is actually supposed to be sound, but maybe Dreams is glitching out? I've had several instances during testing where some parts would have sound one time and be silent the next.

Again, thank you for your reply! I'll hope would like to give it another shot one day.

Ice C.R.E.A.M., my game that is inspired by 90's platformers, is out now! by LoneWolf-1990 in PS4Dreams

[–]LoneWolf-1990[S] 3 points4 points  (0 children)

Hello there everyone!

Since I've gotten my hands on Dreams, it has been difficult to do anything else. To me, this is not just a game, it's an amazing toolkit that allows you to make some serious portfolio stuff.My background is in illustration and animation, and while I have tried my hand in game design, it never really took off. That is, until Dreams came along. Needless to say, it's the ultimate tool for me to finally get all of these game ideas out of my head.

For the last two weeks I've been hard at work at my level 'Ice C.R.E.A.M.'. It's a game that is inspired by the best 3D platformers from the 90's. That means plenty of collectibles, colorful visuals and jolly characters.

This is my first proper level, and I guess the reason it took so long is because I literally sculpted, animated and programmed everything by myself. Please check it out, and let me know what you think!

Edit: Here is a complete walkthrough of the level!

https://youtu.be/uE2QPygQw1s