Something’s gone wrong!

Here’s some common gotchas and how to solve them.

Everything is moving in weird directions and firing oddly#

Did you start building from a blank scene? If so it's possible that your trench is facing along the scene Z axis rather than the X axis. It’s strongly advised that you start building your own game from inside the Foundation. If you don’t want to start all over again, try the following. Select everything by double-tapping on any of your scene elements. This will multi-select everything in the scene. Turn on grid snap. Hover over your selected objects and press and hold , then push left on . This should rotate everything 90°.

Why are the gameplay elements facing up the Y axis not the Z axis like they do in-game?#

This is to allow the chosen mode of surface snap - snap orientation - in the auto guides to work. Regular surface snap is really designed for characters on a floor, not ships on a wall! While snap orientation has no upright setting, it’s enforcing the logical upright for an element which is in the Y axis.

A series of images demonstrating the difference in orientation.

A series of images demonstrating the difference in orientation.

The player or enemy projectiles are missing their targets#

This could be a couple of things...

1) Snap orientation, which the auto guides are applying for most gameplay elements in the kit, is highly sensitive to surface direction when stamping. It’s quite easy to stamp an element on top of, or over the edge of, another element, giving it an incorrect angle.

2) The trench piece your ship or enemy is stamped on is not aligned with the rest, and is either behind or in front, causing the gameplay elements snapped to it to be out of alignment as well.

I built a scene but when I try to play the performance drops considerably#

Did you use an Enemy Patterns Tester? Did you use more than one? If so, make sure it’s turned off, or better yet deleted. Having active Enemy Patterns Testers will cause gameplay elements that are offscreen to be active and therefore using up thermo. A quick way to delete them is to use update mode, in the modes menu. Find the element in there and press over the Select Object(s) button underneath it. This selects all the versions of the element in the scene regardless of their scope or group. Now you you can use the delete selected button in the context menu to get rid of them all at once.

The Dreams User Guide is a work-in-progress. Keep an eye out for updates as we add more learning resources and articles over time.