


Tribute to Bloodlines 1 in Dreams Ps4 part 4
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The first dialog of the fan game with the Thin Blood Leader and a tribute to the doomsayer in Santa Monica, with his own cryptic stuff to tell



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The first dialog of the fan game with the Thin Blood Leader and a tribute to the doomsayer in Santa Monica, with his own cryptic stuff to tell
I have interrupts enabled, but even when I rename it, and out a signal in, it still turns off immediately like something outside is interrupting it. I have a separate gate for the captain, and I only had one enemy when I was working with this. Plus I renamed it and it still happened. Anyone know what is happening? It used to work and I haven’t been editing enemies when it started happening.
Been studying Battlefield destruction and decided to experiment with it in Dreams.
This is just a tech demo right now, but I’m testing progressive building destruction, directional debris, and localized damage systems for my FPS project.
I wont have enough space in the future. I use tui in a past creation and I’d like to get rid of town town. Is there a way I could get around this? Like making the entirety of the shallows level its own creation and stamping it into a new level? Or would it still count tui in that new creation?
Has anyone experienced any inconsistencies in the file size? Sometimes I could go in, do nothing, and save and exit and the file will be 10 megs more, it never goes back. Any good way to remove size without deleting things?
Would I be able to save completed levels online, delete the local version, repeat that, and still publish the whole game? Or do I have to have all local versions before publishing?
I've always wanted to make a little tribute to Blade Runner in Dreams.
This weekend I did!
you can switch cam,lights,music,fan,parallax effect
Hi everyone!
I really appreciate everyone’s comments so far, and I’m so happy that people like how the game is turning out!
Here’s a showcase of the lighting rework I’ve done. If you look back at my other videos, you should see a pretty big step up in the overall graphics and tone!
My current goal is finishing the day/night cycle, and then: dynamic weather.
The next video I’m planning will be a showcase on leaving the atmosphere, and entering space!
Have a good day everyone!
New Episode & New Season of Codex Stigma (an animated, dark, action series) 🆓 on YouTube! Check it out !
https://youtube.com/playlist?list=PLOlk\_2lM0RmSul4Uy8qVKSQ6UDK4puOm\_&si=ZkSj9Bg6VQDPoQbg
Prepare to laugh yourself to death in this whacky circus side show!
Something funny is going on in the nevada deset!
This fun new zombies map includes:
A new temporary power up wonder weapon.
New knife.
Pack a punch event.
A boss every 8 rounds with multiple stages.
And much more to discover!!!
Much love from the BDG team
I know a few fighting games have been made (are being made, etc), but to my “knowers of LOGIC”: would it be possible to make a combat system like that of “Killer Instinct” with/in Dreams.?
(I don’t need to know how and I’m not trying or going to, but the thought just crossed my mind and I’m asking. I’ve seen DMC combat styles made {not really the same thing or genre really, even though the juggling aspect would be in there} and I’m sure a Smash Bros style has been done, but KI had such a unique fighting mechanic and while it did get a sequel, I thought it would go on to have more. Soul Caliber even had more than 2… Sry for the tangent! 🤦♂️)
If anyone has or tried to make it lmk, I’d like to hear about it, if you have time! Just thinking about the LOGIC & all the wires has my head spinning! 😵💫
I wanna expand Tanuki’s and tiki’s movements like ways to keep the momentum going for example combining moves to get through platform that isn’t reachable by just jumping.
I’m also thinking of adding more different variety depending on the enemy like a mini boss or a boss.
If you guys have any ideas leave a comment hehe!
Enemy Variety:
Green - Easy Enemy
Red - Mid Enemy
Purple - Hard Enemy
Enemy System:
L1 Special Attack 1
R1 Special Attack 2
Square Normal Attack
Triangle Heavy Attack
X Jump
R2 or L2 Block
Circle Possession De-Posses
Tiki Move-Sets:
Tiki Dive
Tiki Glide
Tiki Boomerang
Experience strategic freedom, brutal combat, branching narratives and a gripping story in LITTLEBIG LOCO ROCO IX: CAME BACK HAUNTED, coming 2026.
Sorry to post something not technically related to Dreams, but I hope somebody here might fondly remember Scraps and get a kick out of seeing these critters again :)
No, it’s not the spotlight, I know where that is. I’m talking about the little bulb inserted in the front of the train. I cannot find the gadget that controls it. While playing, it is white. While in editing, it’s gold(the color I THOUGHT I changed it to). There are so many cables and chips that I can’t find what I’m looking for if anyone knows which chip is the one I’m looking for, I would love to know.
lil update on the drop dash, I might release a demo next month for Sonic’s B-day.
Older brother to Abel
One of the first antagonists Lucifer meets in limbo
Just a hotheaded farmer who’s scared of things he don’t understand and tends to take out his anger on the people close to him.
Will be a recurring character with a even more darker side to him seeking revenge on Lucifer
Just released the demo for my new Dreams project:
🎃Pumpkin Havoc: Bone Voyage
A platformer inspired by Crash Bandicoot, classic games and a little bit of Mario charm.
You play as a lonely Dry Bones who leaves the Mushroom Kingdom searching for an abandoned castle to call home… only to end up trapped inside “The Dump”, a strange forgotten place filled with broken worlds, weird creatures and dimensional junk.
Collect Pumpkoins, find hidden bonus pipes, earn Perfect Coins and explore a weird Halloween world full of secrets and strange characters.
Would love to hear what people think of the demo!
So,I've only worked on the alien enemies you'll encounter in the game a lot.