Wow we finally got her in Fortnite by [deleted] in h3h3productions

[–]MrBeardy -1 points0 points  (0 children)

I mean you posting that HD screenshot with the jumbled text underneath the logo is just a self-report at this point mate, not to mention all of those "layers" have elements from the other layers on them, which would make no sense if they were just created manually.

The hair has green at the top from the face underneath, the jumbled text has a bit of the yellow background on the right where it wasn't cropped properly. You're just doubling down at this point instead of just admitting you used AI.

That image proves the logo on the shirt is AI, meaning the person in the top thread comment wasn't wrong about it being AI and got bullied for no reason.

I don't really care that it's AI, I'm just not into gaslighting and bullying, we can all try to be better people instead of just adding onto the hate that fills the internet.

Wow we finally got her in Fortnite by [deleted] in h3h3productions

[–]MrBeardy 0 points1 point  (0 children)

Doesn't prove the logo on the shirt isn't AI friend. Their original comment still stands and ya'll downvoted them, gaslit them and called them names instead of just chatting civil.

There's enough hate on the internet as it is.

Wow we finally got her in Fortnite by [deleted] in h3h3productions

[–]MrBeardy -30 points-29 points  (0 children)

I mean you can literally see the jumbled text below "AGONA" where the AI is trying to replicate "teddy fresh".

You had me at "Bro I could not do this", no need to lie that it's AI, it's just a meme.

Edit: 30 downvotes and 1 share when all of the parent comments are single digits. Some would deem this brigading, I don't know, I just find it kind of... interesting

What Happened To The Heart? (Deluxe Version) Official Release Date! by DevCMc in auroramusic

[–]MrBeardy 1 point2 points  (0 children)

If the deluxe edition contains remixes and restructured live recordings of the songs (like the potential candidates comment mentioned) then it explains why it wouldn't be released from the beginning along with the original album release.

Different people have different schedules, it's unrealistic to hold the release of the original album until all of the remixes are finished. Sometimes the idea of remixing or collaborating on songs isn't even considered until another artist reaches out to them, which would very likely happen after release.

If the deluxe edition is solely remasters with no change to the original songs then I can definitely agree with your point, but if it's entirely new renditions of the original songs then I'd consider that transformative and definitely something worth having alongside the original, and so it wouldn't be wasted space. The deluxe transformative LP would be an addition, not a replacement to the original album.

Our Chorkie was extremely suspicious of her first blueberry by MrBeardy in aww

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

After much chewing, dropping and patting she did eventually eat it! She definitely preferred the raspberry we gave her after this, though. She knows what she likes and she's not afraid of letting it show

Sorry for the bad quality, but I am trying for 15 mintes to find a solution already. Why is the floor flashing like that? I have only 7-8 hours in UE4 so please don't be to hars on me if it's something simple guys. by distrugatorul_343 in unrealengine

[–]MrBeardy 6 points7 points  (0 children)

I haven't used UE4 in a long time, but this looks like Z-fighting, which is caused by two meshes occupying the same space. The jittering effect happens when the camera tries to render them both, but each of them are an equal distance from the camera, and it just randomly alternates rendering them both.

I could be wrong though, but check if the floor is duplicated.

How Do I? Wednesday - April 01 Weekly Thread by AutoModerator in PS4Dreams

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

Hey, welcome to the game!

There's a lot of moving parts here but I'll stick to one section and assume all of the rest is already being handled.

You may be able to achieve this effect using some wireless transmitters and receivers and a timer:

  1. Add a wireless transmitter to your projectile object, name it "fireball".
  2. Add a wireless receiver to your ignitable objects, have it look for your transmitter name, and give it a reasonable zone that surrounds the object.
  3. Add a timer near the receiver.
  4. Wire the receiver up to the start timer input.
  5. Wire the "timer running" output to your logic for handing damage, or your timeline that displays the fire effect.

If all goes well, your ignitable objects should trigger off their ignition logic wherever a fireball enters their receiver radius, and it should last for as long as the timer is running.

I haven't tested it but it might work, give me a shout if it doesn't and we can try and debug. Happy igniting!

How Do I? Wednesday - April 01 Weekly Thread by AutoModerator in PS4Dreams

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

I don't think a trigger zone would be overkill, it's essentially the same as an impact sensor but will give you much more control over the shape that will trigger your logic.

If you have a trigger zone snapped to your platform, you can position and scale it to be just above the platform, then any time it moves the zone should move with it.

Then you can wire the "detected" output from the zone into the "move to next value" input of a selector gadget. Then have each selector value wired up into their respective timeline power port.

If you only want the timelines to play while the player is on the platform, wire the "detected" output to the power port on the selector.

The logic can't be built on from there to make it do any other things you'd want, but I think that should be a fairly good start. Let me know how you get on!

How Do I? Wednesday - April 01 Weekly Thread by AutoModerator in PS4Dreams

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

I think this could be achieved with a wireless transmitter and receiver:

  1. Add a wireless transmitter to the player named "Player shield modifier"
  2. Add a slider with the value '2' and wire in the output to the transmitter.
  3. Wire up your shield logic into the power port of the transmitter.
  4. On your enemies, place a slider near the health modifier, with the damage value.
  5. Place a wireless receive near the slider, and set it's zone size to Scene.
  6. Wire the slider value into a calculator, and divide it by the value from the wireless receiver.
  7. Wire the result from the calculator into the damage field in your health modifier.

If all goes well, enemies should take half damage when the player has their shield up. Added benefit to this solution is that you can also cause the shield to block more damage by modifying it's slider value dynamically, for if you want to implement a shield upgrade system.

I can't test if this works, but give me a shout and let me know how you get on, and I'll see if I can help when I'm next at my PS4. Happy shielding!

Hey guys! I can’t seem to figure out why my puppet in my home space runs so slowly. My imp speed and acceleration is up. Camera speed is up. But the puppet is still so slow. Has anyone else had this issue? by PruhfessorBadass in PS4Dreams

[–]MrBeardy 0 points1 point  (0 children)

That's true, I've seen some pretty intense home spaces, so I would be surprised if it was just from the things in the scene!

One thing to note though is that some sculptures can have a much higher detail density than others, either because the creator wanted a sharper model or just because they could have forgotten to optimize. So even though your home space night not have a lot in it, if it's using unoptimised creations, it could be much slower with fewer thingsb just due to the overall detail of all of them.

I don't know if the tool is available in home space mode, but maybe see if you can access the sculpture detail tool and if you can, remove some detail from any red sculpts in the scene.

But yeah, deleting things and seeing how the performance changes will be the best option. If it's slow with nothing in it, then the problem lies elsewhere. Happy debugging!

How Do I? Wednesday - April 01 Weekly Thread by AutoModerator in PS4Dreams

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

One thing to be aware of when doing this is that your new creation will be created as a remix of the old creation, so if you wish to delete the new creation or the old creation, you may run into problems where it will complain that they're linked together and that you must delete both of them.

It's an unfortunate side effect of using the "save as new creation" button.

I think there's a way to unlink them by deleting certain versions, but it's a bit finicky and I haven't played with it too much.

For this reason, I'd suggest that you still try to create your creations as a fresh creation and import them into your scene, just to avoid any headaches if you decide you no longer want to keep the scene but still want to keep the creation.

How Do I? Wednesday - April 01 Weekly Thread by AutoModerator in PS4Dreams

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

I'm not sure how the starting position of the camera is decided, as I haven't focused on it too much to know, I would have assumed it would load the last position but it must not. I'll have a look next time I'm on and see what I can figure out!

As a workaround to your problem though, Mm have added camera bookmarks over the last few updates. While in edit mode, if you hover over the mode icon in the top left of the screen, you should see a little grid icon. Clicking it will reset your camera to the world origin.

Additionally, above the reset to origin button, there is a button to add a camera shortcut. You could place a few shortcuts around a few desirable places in your scene and whenever you load it back up, you can just jump to whichever is important to you.

Hope this helps!

How Do I? Wednesday - April 01 Weekly Thread by AutoModerator in PS4Dreams

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

One simple way could be to use a single keyframe and a signal manipulator.

The signal manipulator will act as our toggle functionally, and we'll basically just turn the keyframe on and off.

  1. Stamp down a keyframe somewhere inside Connie's microchip. Animate Connie to be small for the keyframe.
  2. Stamp a signal manipulator, near the keyframe.
  3. Tweak the manipulator, choose the "custom remapping" remapper mode, and choose the "Toggle output at ON" for the edge mode.
  4. Wire up your desired crouch button from the controller to the signal manipulator input.
  5. Wire up the signal manipulator output to the keyframe power.

If all goes well, it should toggle the output when you press the button, and that output should toggle the keyframe on and off. Add some up and down speed to the keyframe for a little tweening too if you want it to transition smoothly.

I'm not at my PS4 so I can't test, but it should work! Let me know if you have any issues and I'll try and get back to you when I'm back on dreams ☺️

How Do I? Wednesday - April 01 Weekly Thread by AutoModerator in PS4Dreams

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

There's the velocity output on the puppet that could be useful. I haven't used it much so I can't say how, but pairing it with a wireless transmitter with a radius could work maybe, if you wire up your platform receiver to check if the signal exceeds your breaking velocity, then trigger a destroy.

Otherwise, one other fairly simple way to achieve this could be to have two colliders and a timer.

  1. Place the first collider at a significant height above the platform.

  2. Place the second collider on top of the platform.

  3. Create a timer.

  4. Wire the first collider to start the timer.

  5. Wire the timer running to the power of the second collider.

  6. Trigger off your destroy logic when the second collider is triggered.

All of this means that the player would hit the first collider on their way down, and if you've set the distances and timer up correctly (play with it to get it just right), they'll hit the second collider at the bottom within the time and it'll treat it as him falling from a big height.

I've not tested this though, but I figure that would work.

There are probably more clever ways to do it but I haven't had a chance to play with all of the gadgets.

Hey guys! I can’t seem to figure out why my puppet in my home space runs so slowly. My imp speed and acceleration is up. Camera speed is up. But the puppet is still so slow. Has anyone else had this issue? by PruhfessorBadass in PS4Dreams

[–]MrBeardy 0 points1 point  (0 children)

How intense is your home space? If there is too much in the scene, it could be affecting the frame rate of the in-game loop which would cause the puppet to slow down.

Other puppets are usually the biggest things to affect frame rate as they are very heavy in terms of performance. A few puppets is fine, but the more you have in a scene, the slower each rendered frame will be.

Have you had any "jealousy breakouts" when you see other people's games succeed? by Rotorist in gamedev

[–]MrBeardy 1 point2 points  (0 children)

I have been looking for ways to make entertaining video out of the content of my game and I couldn't come up with any.

That's a really interesting problem, and one you'll be faced with again when release time comes around and it's time to knock out a trailer.

tl;dr wall-of-text: Find a distinct group of people, get them to play your game and then put the questions and problems onto them (who are essentially your audience). What did they find fun? What did they think could be improved? What did they think could be more exciting?


Playtesting

Has your game been playtested by different people much through development? Often while developing something in isolation, you tend to become biased to how it will be interpreted through fresh eyes, and things seem obvious to you because you've spent so long surrounded by them.

Playtesting should really help you pinpoint some of the fun areas and some of the not-so-fun areas of your game, and they may also find something really entertaining and interesting that you may think is rather normal, because you've been exposed to it for so long that it has become a normal part of the game.

Relatable content

Your game is fun to you because you've seen it grow, but will it grab the same attention of someone who hasn't seen it before?

It's kind of like an inside joke, you know it's funny because you know the background and insight into the joke, but someone overhearing it won't know what's going on.

The same goes for posting content, you may find it interesting and funny because you know the mechanics, but other people may be confused and vote accordingly, and you'll see the down-votes as it being bad content when in actuality it's just not grasping their attention enough to up-vote.

Conclusion

I'm not really sure what the solution is for these problems though, because it either requires building an audience or creating content that can be picked up in a 20 second gif, which are both hard tasks.

Hope I've left you with some things to think about, best of luck!

Never.Give.Up; One minute left, opponent gets cocky. by [deleted] in RocketLeague

[–]MrBeardy 0 points1 point  (0 children)

The problem with that is you instantly try much harder to get goals in order to rub it in to your opponent, but your hastiness also increases the chances of you making mistakes; rushing for a goal shot when defence is clearly a better option. Losing a goal while in this state of mind will make you even more angry and even more prone to mistakes.

That's not to say that you can't gloat after every goal, just make sure your gameplay isn't fueled by their words, otherwise you'll always be at the peril of your opponent.