Often, guardian angels use those symbols to send people messages through dreams. Your guardian angel may communicate a variety of different types of messages to you through your dreams. Here are some of the messages that guardian angels most frequently convey through dreams:. After you wake up from dreams in which your guardian angel has communicated with you, you will feel renewed and energized. Make time to record whatever details you can remember from each dream in which you sensed some communication from your guardian angel.
Then you won't forget the messages and can interpret them after prayer and reflection. Share Flipboard Email. Whitney Hopler has written on faith topics since Updated April 09, Or, your angel may send messages that highlight your interests and talents, to help you figure out how best to pursue what God wants you to pursue.
And then I decide to get weird. I plant a skull on top of my rock gate, but that's not quite weird enough is it? Let's go full hog weird. Doubling down on that notion, I grab some convincing-looking fire and smoke effects from the Dreamiverse and plant them around the UFO, mountain, and even on the beach and the sea.
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Remember what I said about the illusion stuff? After I plant all of the fires, I try to find some wreckage rubble in the Dreamiverse but there's nothing. There is some building rubble, so I grab that, and plant it just beneath the fires in the sea so you can see some kind of rubble but you can't really make out it's bricks and rods. So, basically, the building rubble will work in a jiffy if you can hide it a little bit. So much of creation in Dreams, just like real-world game development, is about smoke and mirrors.
After the fires are planted, I decide to grab an alien-looking fellow luckily there are a bunch of characters that fit the build in the Dreamiverse to serve as the protagonist of this little level. I plant him down, enter play mode, and presto: I have a goofy looking island that an alien has crash-landed into. There are no objectives, no bad guys to fight, no goals. It's just a set piece right now but maybe later on I can turn it into a level, using logic gadgets and such.
What game could this be? An adventure? A shooter? A puzzler? What's the goal?
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Getting off the island? Sending an SOS? Eventually, in all sorts of creation, you reach a point where you can't take shortcuts. I think I finally hit that wall in Dreams today. The idea is that you'd have to reach a point on the island while a scary enemy chased you.
I chose a clown naturally. And then I had him threaten you, by planting a dialog box that popped up whenever you triggered the field in front of him, like so:. However, things began to fall apart shortly after that.
In theory: stapling a trigger to the boat and connecting it to that animation recording should make it carry the player across the sea to the edge of the screen and away from our nefarious clown. However, in practice what happened is that trigger switches fell through the boat because the boat isn't actually a physical object.
When that happened, I twiddled with the properties to make it one. I ran the scenario again. However, when my character boarded the boat, it would not move. What would move was the oars attached to the boat or, sometimes, the boat would serve as a catapult, launching my hero across the sea, which is technically an escape but not the one I want. Loading back into edit mode, I see that for some reason I haven't figured out, that the triggers were thrown from the boat onto the beach. I try stamping them in the hull of the vessel.
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They still get thrown. Oh well. In the end, I decide that it's probably time to go back to the tutorial section in Dreams and maybe even visit some detailed tutorials on YouTube about logic. However, I don't really feel defeated or anything.
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In fact, I feel spurred on to figure out how to do all the things that I want to do with the creation suite: A. It's unlikely that I'll be able to do any of those things in a week but even the frustrating lows of Dreams play out in such a way that I feel compelled to soldier on and figure out solutions rather than hang up my tools. The best way to approach Dreams, I've decided, is with a Bob Ross-level of zen and acceptance of reality. There's just no way I can make a fully functional game that I want to make within the amount of time I have left during this week. However, that's not really a bummer.
I don't feel discouraged. However, for the bit we have left, I've decided that I'm going to focus on the level that I've made and even flesh it out some more, turning it into a nice set piece. Why should our alien friend have to escape, after all? Perhaps Earth can be a nice place for him. Let's make it a decent new home, yeah? I start with some starfish and coconuts, because you can't really have a tropical island without those, yeah?
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And then a boombox and beach ball, because duh. But something's missing. Something important. Something absolutely vital to our wanderer's comfort. Ah, yes. A giant penguin.
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Once that's done, I put down a campfire near our alien pal and decide that we're going to change the time of day to make that fire pop. Popping into the Dreamiverse and find a night sky world state I can paste into mine. Doing that, I discover that it makes everything looks much more ominous and kind of awesome.
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Not quite content to leave my little buddy alone, I decide to give him a friend. Searching the Dreamiverse, I find another fellow, we'll call him Fredrick, and plant him in the world. He seems nice. Real volleyball enthusiast, this one. And that's that for this little scene, I think. Looking at it, I'm happy. What's not to like?
It's here: we've finished this week at long last. I didn't get to make a fully-functional game complete with RPG systems, branching dialog, and shiny attack animations. However, I don't think that's ultimately the value of my time with Dreams thus far. The ability to walk around in my own world and others' while simultaneously pulling back the curtain to see the interconnected logic and relationships between all the objects, the the power to literally mold shapes and place them or to grab them from a universe filled with assets generously given by other creators is nothing short of fantastic.
During this week in Dreams, I made a simple level with some help from my friends' assets. I created tunes and animations, I even fiddled with logic and some of the cadets. At the end of the week, I have an odd but nice little island with a alien fellow accepting that his new place in life is on Earth, far away from the place he calls home.
It's a nice foundation for whatever comes next, and I imagine that this is in fact just the beginning of whatever I want to do with Dreams next. I don't see myself becoming intimidated or bored by any of the tools here. I want to learn how to string logic together, to animate, to sculpt, to create powerful illusions to enthrall players.
I know I'm not alone in that because the things coming out of Dreams are already engrossing, speaking to the high-level promise of a toolset that will likely produce some must-play experiences in the year to come. Though my weak with Dreams is over, my time with the game is far from it.