Great video! 👍 I know zero logic myself but have always wanted to make it so that - whilst in VR - if someone uses a paddle to keep a bouncy ball aloft, then a visible number count of contiguous hits will appear above the paddle’s business end. If the ball hits the environment then it resets, and if the ball is hit normally then nothing happens - so maybe the numbers don’t start appearing until the second hit. A “Keepy Uppies” mini-game, basically. It would also be great to incorporate little celebratory effects and sounds that give special acknowledgement to milestones; Every fifth hit might get its own chime and upon achieving a personal best (after finally hitting the environment and ending the session) that highest score might become persistently emblazoned on the paddle handle as a graphical decoration. I know I’m throwing a lot out there, but I have no idea where to begin to accomplish even the most basic part of this, but it seems well within your guys’ grasp to puzzle through and explain. My case is probably too specific to bother making a video addressing, but is there a previous tut or tuts you could point me toward that might help me? Thanks in advance!
Glad you liked the video, and thanks for the question! While we don't really have much experience dealing with the VR aspect of Dreams, a lot of your needs could probably be addressed individually. We probably could (and very likely will) make several videos covering these topics. It sounds like mostly a matter of using displayers, counters, impact detectors, and so on. I can't think of a tut we've made so far to point at. If someone else has made one, I'm unfortunately unaware of it. I assume since you're doing it in VR it would be relying on the physics engine. I think the first thing to do would be to make a rough test. Build the paddle, ball, and environment. Hook up the VR gadget to your paddle so you can just bounce the ball and get a feel for the game.Then later you can start hooking up all the serious logic (displays and detectors) as we make videos.
@ - Oh, I’ve put paddles and bouncy balls in most of my VR sandboxes, so I’ve played Keepie Uppies plenty just as emergent gameplay. You’re absolutely right that it’s physics-based. I make the paddle a physical object that the VR puppet I use is able to grab in a way that approximates the position of the Move controller, so it pretty much feels like you’re holding it IRL. I’ve also managed to fumble through making it vibrate on each impact with a ball, so when you feel any hit it’s pretty convincing. Swiping at and hitting a ball that’s mid-air feels nearly real in this way, so attempting Keepy Uppies is a natural impulse. Very few people have any sense of how profoundly powerful DREAMS can be in VR, sadly. PSVR was always niche, use of DREAMS with it was doubly so, and then deep creative experimentation with both is really beyond rare. Anyhow, I’m digressing. I’ll keep an eye on your tuts (past and future) to see if you brush against the use case I’ve laid out. I’ll also try to learn from the in-game tuts, of course… they can be hit or miss in terms of communicating in a way I can digest, but I should probably try a little harder. 😅 Cheers!
Could this work for a checkpoint/save point? My checkpoint is in a different scene, i want it so that when the player dies they respawn back there instead of where they died
Easy Dreams Cult is the Dreams community now, haha. I'm just kidding, there's still plenty of other people using it. We intend to use it until its final hours.
Great video! 👍
I know zero logic myself but have always wanted to make it so that - whilst in VR - if someone uses a paddle to keep a bouncy ball aloft, then a visible number count of contiguous hits will appear above the paddle’s business end.
If the ball hits the environment then it resets, and if the ball is hit normally then nothing happens - so maybe the numbers don’t start appearing until the second hit.
A “Keepy Uppies” mini-game, basically.
It would also be great to incorporate little celebratory effects and sounds that give special acknowledgement to milestones; Every fifth hit might get its own chime and upon achieving a personal best (after finally hitting the environment and ending the session) that highest score might become persistently emblazoned on the paddle handle as a graphical decoration.
I know I’m throwing a lot out there, but I have no idea where to begin to accomplish even the most basic part of this, but it seems well within your guys’ grasp to puzzle through and explain.
My case is probably too specific to bother making a video addressing, but is there a previous tut or tuts you could point me toward that might help me? Thanks in advance!
Glad you liked the video, and thanks for the question!
While we don't really have much experience dealing with the VR aspect of Dreams, a lot of your needs could probably be addressed individually.
We probably could (and very likely will) make several videos covering these topics. It sounds like mostly a matter of using displayers, counters, impact detectors, and so on.
I can't think of a tut we've made so far to point at. If someone else has made one, I'm unfortunately unaware of it.
I assume since you're doing it in VR it would be relying on the physics engine. I think the first thing to do would be to make a rough test. Build the paddle, ball, and environment. Hook up the VR gadget to your paddle so you can just bounce the ball and get a feel for the game.Then later you can start hooking up all the serious logic (displays and detectors) as we make videos.
@ - Oh, I’ve put paddles and bouncy balls in most of my VR sandboxes, so I’ve played Keepie Uppies plenty just as emergent gameplay. You’re absolutely right that it’s physics-based.
I make the paddle a physical object that the VR puppet I use is able to grab in a way that approximates the position of the Move controller, so it pretty much feels like you’re holding it IRL.
I’ve also managed to fumble through making it vibrate on each impact with a ball, so when you feel any hit it’s pretty convincing. Swiping at and hitting a ball that’s mid-air feels nearly real in this way, so attempting Keepy Uppies is a natural impulse.
Very few people have any sense of how profoundly powerful DREAMS can be in VR, sadly. PSVR was always niche, use of DREAMS with it was doubly so, and then deep creative experimentation with both is really beyond rare.
Anyhow, I’m digressing.
I’ll keep an eye on your tuts (past and future) to see if you brush against the use case I’ve laid out. I’ll also try to learn from the in-game tuts, of course… they can be hit or miss in terms of communicating in a way I can digest, but I should probably try a little harder. 😅
Cheers!
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Congratulations!
Could this work for a checkpoint/save point? My checkpoint is in a different scene, i want it so that when the player dies they respawn back there instead of where they died
This is doable with variable checkpoints and doorways properly arranged.
Wait is the dreams community still alive???
Easy Dreams Cult is the Dreams community now, haha.
I'm just kidding, there's still plenty of other people using it.
We intend to use it until its final hours.