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File: 1483302908309.png (861.07 KB, 973x720, nipple city.png)


Previous Thread >>5146

First thread of 2017.

This is the main thread for the discussion about the development of the Giantess MMD Game (I don't have a official name yet).

You can find the latest downloads here: https://mega.nz/#F!FoMFQAwL!B5n7dHilan9NR7NFhuU0lA

Gameplay Footage: https://www.youtube.com/channel/UCVJLAbC-Z_Fr4AA7LaILN6Q

For models and conversions check this thread: http://macrochan.us/cg/res/4227.html

If you want to support the project: https://www.patreon.com/aiiko




Should we add the link to the latest unity build as well?


- First, the addition of foot crush, there are three options: crush a single target, crush every tiny that she can find, and crush every tiny but each crush will make her growth.

- You can place the new cities, and resize them. You need to choose their scale before placing it in the floor. Also you can place over giantess while in they are in pose mode. Don't try it on animations or you will have lag.

- I bring back the main screen, where you can choose the micro and the map. For now, only two maps, plus one empty map where you can put custom stages.

- Super fly speed mode: press Shift twice while flying, the model will jitter a little bit until the map stabilizes it again in 10 seconds.

- Added some improvements to foot placement, but they are some things that I need to fix like the Y positioning.

- Added a basic breast expantion command. It only works on models that already have breast physics.

- You can set the player to shrink / growth.

- Buildings can now be destroyed by the player.

Download (Windows and Linux versions): https://mega.nz/#F!FoMFQAwL!B5n7dHilan9NR7NFhuU0lA

And thank you for the support in patreon, I will invest it in the game to improve it more.


this new build looks incredible, thanks so much aiiko! time to go rampage around on a city inside a bellybutton


Thanks Aiiko, new build greatly appreciated. Gonna go bug test


Something I noticed, obviously with some models the feet clip into the ground and when trying to adjust the Y axis, it doesn't adjust properly, but you knew this already I believe.

The OTHER thing I found out, when you get to the smallest size, the player model starts to distort and jitter a little bit, like before.

Other than those, I like this build a lot more than the previous. There's actual level select and character select like the old versions. I like that a lot. Being able to finally place stages in a blank white space so there's no collision issues like with the island map.


Many thanks for the new build!
When enjoying a few tests I found that sometimes the gts will somehow get stuck trying to stomp. I assume she want's to reach a certain position but can't so the stomp is not triggered.
Then I tested the height adjustment as some big ones kept stomping into the ground without hurting anybody under their feet. That could be the y positioning you mentioned. But there's already an improvement compared to the previous version. An interesting reaction was that the gts seemed to guess the target position different when the y adjustment was changed - and she missed her target by far.
Many thanks for the return of the player selection.
Wandering gtses seemed to keep within a certain area.
The model names in the menu are very helpful.
Many thanks again!


>It only works on models that already have breast physics
This is actually something I wanted to ask about.

I've given my model breast physics in PMXEditor, and proved they work in the editor, but when I convert them into a .gts, there's no physics to be found.

How exactly do I add breast physics so the game picks it up?


File: 1483310717242.png (16.59 KB, 772x273, breast detection.png)

I just check at the name of the bones. How are named the breasts inside the model?


Thanks for your hard work, Aiiko. Sadly I have to wait until I'm off work to try out the new build, but I'm very excited.


File: 1483311542271.png (44.56 KB, 640x361, bewbs.png)

Oh you just check the bones themselves? Alright, I'll try renaming and reconverting and see if that makes a difference.

In order to make them bounce in PMXEditor, I made a "body" part, and attached it to the neck bone or something. I just followed a tutorial, I don't quite understand all of it. Maybe I don't need to do that though.


The problem was that mmd4mecanim physics is not working so i have to add the physics myself. But knowing that the mmd physics data is there i will see if i can read it and add another physics system.


Awesome, I renamed the breast bones, and it worked like a charm.

I'll pass on that screenshot, but it'd probably be a good idea if you included it in your grand "Converter" PDF. Just a tiny paragraph section explaining how to take advantage of breast bones if your model has them.


File: 1483316601322.png (366.29 KB, 876x729, Boobules the Demi-God of Bosom…)



File: 1483316602210.png (1.65 MB, 1920x1080, 2017-01-02 (2).png)

Awesome update! And the toon shader is working now, too! Need to tweak some of those materials to not have an outline, but this is pretty great!


Was the grab feature meant to be left out of this version? Because it's extremely glitchy and doesn't work for me


Is going to be replaced soon.


Found a couple of footprint models:



OneDrive link seems to be missing a couple of textures for them but seems to just use stock images for the texture. Hope it helps in some small way.


I noticed another bug, when you stay over the giantess the animation is not smooth, I will reupload the build again.

Thank you



Mother of God! They're staring in to my SOUL!

Also Aiiko thanks as always!


I noticed the torso/upper body of the giantess now moves when "tracking" the player. This can mess up a lot of animations. Only the neck/head used to move.


Removing spawned girls does not seem to work


Minor bug (? probably actually as planned but still!)

Grow and Stomp only works if 'crush tinies' is on, which is too bad for people into gentle stomping, haha.


Same person. Just wanna say that I LOVE the "Follow and Stop" command. It's perfect for having someone just keep up with you. Thanks a lot for it!


with what?


with vore i mean something like this




it's being replaced with a new grab system that works better


Oh good, I thought he was scrapping it completely. I'm hoping for something like a grab mode, where once an entity is grabbed, a new set of actions appears for it (like throw, or crush between hands, etc).


Very minor update the builds to fix a couple of bugs:

- smoother animations when standing on a giantess
- and you can delete giantess again (this bug appeared after i did the first fix)

The links are the same. The rest of the bugs are more complex so wait until the next update.


thanks for the quick fixes!



Excellent! :)


Love the update have had ab7 chasing me for hours. one thing i notice is the giantess foot hitbox seems off on all models very rare to get her to actually crush you. most attempts do nothing. since it is a new feature though probably a bug needs to be worked out. thanks for another amazing update Aiiko


How do you load save data?


Save data is currently broken, and will continue to be for awhile until the game stops changing drastically.



I've notice this too, but only when the model is larger (500m+). As a side note, the crush growth seems to stop at 1.2km (started at 15m) even when the crushes DID land. Will keep experimenting with this awesome game :)

By the by, I was one of the guy who wanted to speed boost, and THANK YOU. It's perfect!


Can anyone imagine what this game would be like with the oculus rift or the vive?

Man, you get to playing games like this and you start to get excited at all the potential.


Yeah I've noticed this too.
Also had a few cases where they just outright missed, which was hilarious.

Otherwise though this is pretty amazing.


I feel like there's more collision issues in this version, I'm having problems 'sticking' to the giants at ultra large scales. I feel like I end up going through them when they grow bigger and I'm climbing on them, or I end up stuck out in the air in front of them attached to something invisible.


Awesome update Aiiko

How do you make the player auto grow/shrink?



Kind of wondering this too. Also placing the cities like shown in Aiiko's post up there. I don't see how to spawn that at all. Friend of mine said to look in objects, but my own objects are there and not the city stuff.


Another amazing update! The new cities are excellent, really great job. The building destruction is a lot better though they don't often seem to register when in contact with giga-scale giantesses. For some reason I was imagining that the scale option for the cities would change their generation to cover more area rather than actually scaling up the buildings, but I guess it works well enough to place several of them in a cluster.

The stomp action is cool, though it would be nice if it obeyed the animation speed slider. As more of an 'unaware' fan I would love it if you could make the giantess just walk past with a guaranteed step on a selected location, but I can imaging syncing up the footsteps isn't an easy task so don't take that as a request. For now the suspense of not knowing whether she'll step on you or over you is a nice touch. :)



>How do you make the player auto grow/shrink?

Same way as making a giantess grow.



By clicking on the player model? I've tried that, there's actually no option there on my side. There's stomp, mass stomp or whatever and stomp and grow. There isn't a grow/shrink for my player model at all. The giantess has the option like normal though. So…What do?



That's because you actually have the giantess selected. Just select yourself and the options will appear.


File: 1483365519459.bmp (793.74 KB, 1088x249, 1.bmp)

aiiko, I tried to import the Importer but something in the pic seemed go wrong and the pmd file is unrecognizable.
What happened?


i dont see any shadows ingame, is this a bug?


You can actually kind of do that if you've got a phone VR headset. There's a piece of software (which is free) called TrinusVR, which can essentially turn your phone into a VR headset.

Basically you tether your phone to your computer, activate Trinus on both your phone and your computer, and whatever is on your computer will streamed to your phone. It also breaks the image into 2 (so google cardboard/whatever headset you're using works).

Now when you look around with your phone, it'll translate those movements into mouse look. There's a bunch of other options to customize you're experience as well, but I find the default is good enough for me.

It's a much cheaper alternative to the Rift or Vive, and you don't need a beast of a computer to run it either. It adds a nice sense of scale, and adrenaline when your running from a gts chasing you down.


File: 1483371648839.png (583.1 KB, 1024x600, Screenshot 1-2-2017 10.40.17 A…)

Not aiiko, but make sure you're using the right version of Unity and the Importer.

See >>6487 in the other thread


File: 1483372150603.jpg (139.54 KB, 1171x659, May loom 2.jpg)

Another bug, when making giants follow one another there's a weird issue where the ones doing the following will tilt their torso back awkwardly even if the other ones are the same size, and it won't fix itself even if I have them stop following.




Thanks for the tip! I'll try this out with my google cardboard.


Does the first person camera works well in that mode? I can tweak it a bit.


Found out how to make player get crushed about every time. when you get up crawl, then stand up again. must reset some code but she'll be able to crush you again.


hey aiiko
is this possible for you to re-add destructible cities from earlier versions?
i kinda liked how strange destroyed buildings acted (flying and stuff)


pls can you give me that model xD?


Nah it's alright, the first person camera is fine in "VR mode". The tweaks have to be done on the TrinusVR program itself.

The only issue with it (and this is of no fault of the game, it's of USB cords) is sometimes the framerate is less than great. But this has to do with your phone and its USB cord, not the game itself.

It's far from perfect, but as I said, it's a ridiculously cheaper alternative. Fun to try out.


To fix that, turn "look at player" on then off again, it'll reset their torso positions.



I didn't make the post, but i have tried the method they described, and the first person camera works decently for VR. It seems to kind of "click" between view angles as you look around rather than fully smooth motion, but that may be how TrinusVR handles it rather than your game.

If you could add a slider to adjust the field of view (fov) by at least 15 degrees, that would probably improve the experience.

Also, if unity allows you to enable "oculus mode" in a game relatively easily (I have heard that something like that is built in) that would be even better. Not only could people with a rift/vive play the game, but it would also work better with GearVR (which has an app called RiftCat that can stream rift/vive content directly to the phone & uses the GearVR sensors instead of the weaker ones in Cardboard)

That is probably more than you needed to know, and it's definitely not a priority. But I do hope this game gets native VR support someday :)


Is there a gts version of the blonde micro girl Aiiko?



i like the new destruction system, but it would be neat if buildings sometimes toppled/went flying if they got hit on the side instead of on top. obviously that's an incredibly nitpicky thing, and if it would cause framerate/collision problems you should ignore it.



make sure you're playing on "Beautiful" graphics quality or lower. Switching down one level from "Fantastic" (the highest setting) improved my framerate a lot, in and out of VR. (That was several builds ago, so that may have changed, but it's worth a try)


Speaking of graphic quality, I saw in one of Aiiko's videos that he had shadows, albeit temporarily until he spawned a ton of tinies.

I'm assuming that's just in his own build of the game for now, because I haven't had shadows in mine at all. The idea of dynamic shadows may add a bit to the game. A looming shadow over a city…


I just disable them because they were lowering my framerate. A quick shortcut for shadows is F3.

If i can found how to emulate vr whitout having one headset, i can try.

But I don't how it even feels something in vr, never had tried one.


I immediately go in game and press F3 and magic ensues.

We might want to keep a list of these special keybind functionalities for those who don't know, if we haven't already.


I forgot to add them to the readme. I thought they were there.



Even without the giantess in sight. Or even SPAWNED I don't even get that option to grow or shrink myself at all. I have to do it manually. I'm CLICKING ANYWHERE on my player model and there's just a Cancel and Select option. I clicked Select, there's NOTHING there to click on other than those two options. So, if anyone can tell me whwat exactly am I doing wrong in the first place, that'd be great? Otherwise….Yeah, I don't have this option. As I've been saying.


What happens when you press F3?



What I do, is I press tab, left click on my player, click the select option. Then I click the player again, and the grow/shrink options show up.

This works both in first and third person, however you have to guess where your model is when you're in first person, as it's hidden for your convenience.

F3 toggles shadows. The shadows have a maximum render distance, so it's not noticeable at farther ranges, but any buildings and models should cast a shadow on the map now.


I'm actually surprised how many extra frames I got on my phone VR when I set the quality to "Good". It was almost like night and day. Thanks for the tip.

Also jumping from building to building in first person VR shouldn't be as much fun as it is.



Okay, thank you for looking into it!
Maybe a longterm patreon goal can be getting you an Oculus (or at least an android phone you can use Cardboard on)


"x" and "y" to shrink or grow.
Just readme things…


Just select a giantess, then select you again. It's a bug.


File: 1483387684440.jpg (134.71 KB, 1920x1080, new build climb.jpg)

Aiiko, there's a bit of collision issue with your new build, especially at giga sizes. I find in the new build, when you start increasing the girls to larger sizes while climbing on them, eventually she will grow 'through' you and you will end up inside her body instead of remaining attached.

Climbing at these sizes is sketchy too…it's hard to make contact with her, and when I do the very minute movements of her body end up causing my character and camera view to appear to clip through. I've attached a screenshot of the new build of this happening, 300 km with a 'May' model.


File: 1483387722003.jpg (200.64 KB, 1920x1080, old build climb.jpg)

And here's a comparison screenshot in the old build, same size and scenario, no clipping.



>Just readme things…

Obviously I know this. There was no point in mentioning that. The issue was that there was a command for the PLAYER to shrink and grow continuously or In spurts like the giantess could. Yet it didn't appear. But anyway, Aiiko told us that it's a bug, so now I know. Thank you for letting us know this Aiiko. All sorted now.



When did you download the build? I did a quick fix before uploading the first version, and it would be useful to know whether is happening after or before. In the first i forget some screenshots, also the 7z file was 150 mb instead of 132 mb.


I checked and I actually might not have been using the re-uploaded version. SOME of the issues seem to be somewhat fixed, but the problem now is my character model is kind of jerky and I can still sometimes clip through. It's not as bad, however. I'll have to play with it a bit more.


Yeah, sometimes if I'm say, climbing on a character's leg at 300 km or so, and I disengage and fly, her idle animation will make the leg clip through me. It's really a minor nitpick, but I thought I should mention stuff like that because it changed from build to build.



Yeah, that's just how game development is in most cases.
The code starts to go to so many different things and places that it's easy to accidentally break things.

But that's why we're here. To help Aiiko keep track of all these little bugs and changes that may happen unintentionally through each new build. And maybe some fetish stuff on the side.


Is there any way to keep planes in the air?



The Y position slider in the transform window is your main way of getting things off the ground.

Besides that, the move functionality seems to be purely tied to placing things on surfaces for now. It's hopeful that maybe at some point it will be fleshed out more and given X-Y-Z grips for those who want to pose more detailed screenshots. (Like planes flying past more giga-scale giantesses, as you may wish to have)


aiiko, I think I found a bug that honestly feels more like a feature.

When you go into First Person mode, you run significantly faster than when you're in 3rd person view.

Personally, I like this more, because it gives you speed at the price of camera view.

Not sure if you were aware or not, and frankly, I think it'd be cool if you left it in. Alternatively, a walk/run-speed slider might be feasible, but not important at this point in development.


File: 1483401238284.png (1.81 MB, 1768x992, Screenshot 1-2-2017 4.40.24 PM…)

Built a city on a cirvix, had mini giantesses chase around tiny people inside it and then found out someone converted best girl.

It has been a while since I've had this much mindless fun.


For now, you can put the giantess in a pose, the character won't jitter, but the skin of the giantess will jitter a bit.

At this point, i'm reaching the engine limits, and i would need to use another kind of tricks, like the kind of techniques to render planets, i would need to divide the giantess into separate chunks, because of the limited precision on the cpu, it can't render the entire model in one go. After all, the giantess height is half the moon size.

And that just gives me the idea of a "skin terrain" on top of the normal skin. Like i just build the city on top of any surface. The animation will be the problem.

But that is not easy.


just dont force yourself


Yes for now i want to focus on achievable things to have a fully functional base.

Fixing that feature alone would take a lot of time.


If you don't mind my asking, Aiiko, what are some of the more interesting things you have in mind that you hope to add to the game?

Like giantess interactions, or more gameplay objective related things. What's the thing that's on your mind?


What changed between builds to cause that slight weirdness, if I might ask? I might actually keep a copy of the old build around separately for climbing scenarios for now. Though I can't deny scenarios like setting a giant at YOUR height at first, grow, and set to stomp you is a pretty thrilling scenario. You can outrun her for a while, and then suddenly minutes later she's bursting through the buildings coming for you, and it's a load of fun <3



Well, right now they are only giantess to player interaction, but i would like to add some player to giantess interaction, like touching certain body parts that trigger some kind of response to the giantess. Also i want to implement a fluid system, also swimmable. And well increasing the body detail. I'm more on the exploration side of things, as well in the insertion things.

So i want also a good AI, to make an emergent gameplay, instead of manually telling them what to do each time, they should be able to decide what actions to take based on their personality traits. That can be a different mode.

And well creating custom scenarios can be cool, so i just need to add an objective system, dialogs, and more stuff.


In the collision side, it must be something with the new ik system, this is the first build using it so I need to tweak it.


If you mean between the two builds that I uploade yesterday, then in fact the first build was to fix the jerkiness, but after that I found more bugs that were noticeable at any size, I had to reverted it back.


I'd like to throw in one thought. A true giantess wouldn't really need to stomp brutally. I think she'd look more majestic to put her foot down slowly - or completely unaware as was asked for.
I don't know if the quick fix did something for the collider issues concerning crushing. But I started to write up sizes that work well.
Micro 0,4mm / GTS 1,6m / city 0,45mm using the room stage with it's flat floor.
Stomping giantesses will rarely succeed in crushing their victim. Maybe because with a quick stomp the colliders are passing through or rather jumping over the target without triggering.
I was wondering if the missing crushes are a model issue or a game issue.

Can't thank too much for continuous effort, aiiko!


It has to do with frames missing the collisions because they happen at very high speed.

In the room map, the 1.6m is the equivalent to the 1.6 km in the island map. Originaly i test with 16 km but i noticed that didn't worked well. Decreasing the speed can improve the collision detection so i can do that, maybe adjusting it according to the size.


Maybe a useful idea about colliders: If there was something like an additional cylindric collider for gts models that one could be used to avoid gts collisions. Currently they try to avoid one another but keep walking through each other.



They have one but they don't collide between them because otherwise they won't be able to be posed one over the another, but i guess i can disable it when they aren't walking.

And, i think i can fix the collision problem when crushing creating a booming effect, like and invisible explosion that kill everything inside an area.


This is some of the most fun I've ever had with any size game

I've only noticed a few bugs, but nothing really that bad

The only Issues I've had are that if you spawn more then one giantess, and then select the crush and grow option, they will always go for the same micro, and will more often then not clip through each other to get it.
The only other problem I've had is I can't get planes to turn their engines off, or slow down but that probably just me being retarded.

Either way, fantastic game mate!



well, your priorities are perfectly aligned with mine, so I am very excited to see where this game goes in 2017 :D


considering that breaking these size limits require complicated workarounds (Star Citizen was delayed so much in part to figure out how to make their engine render at planetary & galactic scales), I don't know if it's really necessary to go any bigger.

like you say, the max scale giant is already half the size of the moon compared to the minimum size. that's already more than we can really comprehend lol

if you want to make a space map (and I would love one) you don't have to make the planets genuinely planet sized. shrink the whole solar system to fit the limits of the engine. sure, players won't be able to shrink down to "true" human size relative to those planets, but at that scale, who cares?



Man, that's the kinda stuff I'm excited to hear about.

Also, hope you don't mind, but I've been curious about the Look at Player bug with the torso and such, so I've been leafing through your code for the past hour. I'm kinda inspired to see what I can do to assist, if I even can.


>Also i want to implement a fluid system
Yikes, that sounds pretty hard, and also CPU/GPU intensive.
>And well creating custom scenarios can be cool, so i just need to add an objective system
Custom scenario: Get gun, kill giant. Running from building to build shooting like crazy behind you sounds kind of neat.

Anyway, looking forward to more interaction. The touching body parts sounds pretty neat. Although personally, I'm excited for where you'll go with the grab mechanic.



Do you have to clamp the weight in your update head method to prevent the spine from rotating at all during Look at Player?

If not then just disregard this. I don't have much experience with Unity, but I do have a burning curiosity to know how things work.



To fix the bug i just need to do is put a smaller bodyWeight value.

The clamp is to get a 0-1 value, the closest the player is to the giantess, the less will be the weight on the head, and it will not move.

And the giantess looking up instead of front wehn looking to another giantess, is because I changed a scale value that messed up this part of the code. originally the value was 1000.. so multiply by 1.6 that is 1600, the giantess.. but after changing the base scale, now is 1600 * 1.6 = 2560, for that reason is looking up.



Is it possible to add multiple layers for a collider? I.e. if you end up anywhere in the bottom 1 cm or so of her shoes/feet, it reads you as crushed?


Yes is possible, i can do that, or use a special function to know all the colliders in a area. What i need to do, is figure out how to measure the foot, to have and idea about the proper area of collision, and also to add the footprints, and if possible try to auto fix the positioning of the foot to touch the floor.


6582, would you mind sharing that Angela bikini model by chance? I can't find it anywhere! Please? :D


How do you quote or link a poster's number?

I'm looking to see if I could ask the poster of #6582 if they can upload their Angela model. .-.

Aiiko you are doing an absolutely stellar job on this game, man! Thank you so much!


File: 1483423911785.png (1.18 MB, 1680x1050, Screenshot 1-3-2017 12.42.45 A…)

Well, she made quick work of that..



Click on their number to automatically add it to your next reply.


Well very good, i think now need a giant player mode the same as the npc , some footprints effect and your game will be amazing!


hold on, isn't Earths radius is around 6.000km? 16.000km means max scale is larger than earth



With the player at minimum size and a giantess at maximum, she is indeed about 16,000km tall, and the diameter of the earth is about 12,000km, so yeah she's _bigger_ than the earth.


Ok, 2 things I found were that once you make a city appear you can't change its size with the sliders anymore unless you choose to Move it and while it's in that state then you can change it's size, however you can't change it's Y position.

The other thing has to do with the foot placement function you added. Its pretty good but one downside I found is that is a model is wearing high-heels and then you attempt to increase her Y position then she will automatically go back where she was before unless you increase the Y positioning by a lot but that does not fix the problem.

One awesome plus however is the breast expansion feature you added. Now, even small breasted models which normally would be extremely difficult to increase their bust size using PMXEditor can somehow look decent.

Again, one suggestion for future builds would be the addition of NPC screams and possibly making them run in panic.


This just means that now we need a Space stage and Planet/Galaxy objects.


To handle the problem with the collision detection I'd go with some kind of a trick:

Use the Y coordinate of the player and two Y coordinates of the GTS' body: her sole and another one above, e.g. her head or whatever.

When she stomps and raises her foot above the player, both vectors (Y_Player -> Y_Sole and Y_Player -> Y_Head) are point in the positive direction (assuming Y counts positive in the direction from ground to sky).

As soon as she stomps the player and the sole should pass the player, the player is located in between her sole and her head. That means one of the vectors (namely Y_Player -> Y_Sole) points now in a negative direction and could therefore lead to a 'collision' detection.

However you should enabled this methode of detection only if the stomp is right ahead because this situation is not exclusive.


File: 1483466278714.png (2.18 KB, 800x100, solarsystem.png)


yup! I'm guessing aiiko's "half the size of the moon" estimate was relative to the scale of the land, not the minimum player size.

if we imagine minimum player size to be "human size" (2m tall) for a solar system map, and assume the maximum map size is the same as the max model size (1600km), you could create a fairly expansive solar system map within those bounds that could look something like this.

it would look more spacious than this ofc because the planets would be distributed in their orbits, i just aligned them to show relative size/distance for a 800km radius.

i suspect the sun & other planets would still look unreasonably huge in the sky of the Earth at this scale, though. if maps can actually be larger than max model size, you could double or triple the distances between everything to make it look a little more believable.

at this scale (with Earth about 5km diameters) the minimum player size would be 2500x smaller than the Earth, which in real world proportions would make the player 3km tall. I suspect there is probably a freely available 3d model of the Earth at that resolution with basic geography & topography intact. Sure, the player would be as tall as most mountains in this scenario, but the planet would still seem appropriately huge, and the biggest giants could still make the whole planet look like a speck of space dust.


I also spent my day thinking about the colliders. That area effekt (booming) you were thinking about would be difficult with high heels (wich is really implemented nice currently). But that could be used to make micros fall from near misses. Great for atmosphere.
One solution could be to add more colliders within the shoe and the foot. I didn't look into the models, so I was wondering if a collider fires if the collider boxes partly overlap each other or also if one is completely within the other? As far as I remember the colliders have to overlap while it is very hard to calculate if one box is within the other.

I hope we can find a solution that will work for walkovers, too. I really like the unaware scenario.

However I like playing the game and I think nobody mentioned how good those building crushes look! Very nice!



Is posible for the next update that the player can spawn military units (like soldiers, tanks, helicopters, etc) that fight again the giantess ???

This will be amazing !!


File: 1483473979163.png (51.11 KB, 1600x1600, solarsystem overhead.png)


i got bored, so here's a different view of the same map idea at the same scale (1 pixel = 1 ingame "kilometer" relative to minimum playersize).

again, it would be better if the map size could be larger than this to increase the space between bodies. but if 1600 "km" is the limit, this would work okay.

also, definitely not suggesting the map would need actual moving planets, i just drew the orbit lines to help place them at the right distances. it would be cool if the planets had Mario Galaxy-style local gravity though, at least below a certain size.


Ok so i save my stuff but how do i load it back?


The save feature has been removed due to the changes in the game. It will be implemented back in once Aiiko develops a more stable build.



that would require a combat system, a health system, a new ai system, particle effects for the guns/explosions, tank/soldier models, and etc. no way that'd appear in "the next" update


Im just really excited to see some shrink and growth animations as well as those personality traits aiiko has said he might like to see :)


Aiiko, I uploaded some giggles, moans, and exclamations you can use for giantess growth here: http://s000.tinyupload.com/index.php?file_id=63006572786667224800

I hope this comes in handy.


sorry if this was answered already… I remember this pose pack by @NAndeyanenGTS was posted a while ago, but was it ever incorporated into a build of the game? https://onedrive.live.com/?authkey=%21ADPK3dJ70Uj7AC0&id=1EE15D4C847C280B%2128916&cid=1EE15D4C847C280B



i recommend using an uploader like anonfiles or mega instead… someone in the models thread posted a tinyupload link where it appeared the site injected a virus into the download, so I don't know if it can be trusted anymore.


Anonfiles is dead, mega requires registration

I'm upen to any hosting service that'll let you upload a mp3 without having to make an account.


I re-uploaded it to another hosting site, if that works better: https://ufile.io/254e2


File: 1483496613758.png (1.19 MB, 1920x1080, Screenshot 1-3-2017 5.54.48 PM…)

well that sucks. im having fun with these models. i get turned on when its multiple nude giantesses looking down at me from there feet


I don't know if it would even be possible, but it would be nice if you could zoom out more when you're tiny. It's just nice to see the scale of everything.


i wish it was possible to zoom in like wearing binoculars. also quicker camera speed when holding in shift for 1600KM size models


I,for one, would really love to see a planetary/solar system scale map to play around with.

Playing with planets would be amazing.


File: 1483498083640.png (985.25 KB, 1600x1024, Screenshot 1-3-2017 9.46.26 PM…)


you can zoom out very far- just keep scrolling!


That will be in the long term. Not right now but in a future build. One improvement to the cities will be to include pedestrian, vehicles, polices, army, to make the city more alive.

I would appreciate if someone can convert them into vmd files of one single frame, as is the only format that the importer can read, if you know how to use mikumikudance.

Thank you, that link works.



Awesome! I hope those sounds are useful.



good to know, thanks. I'm hopeless in MMD, but hopefully someone else here can help convert them.


Also i was thinking I should ask for permission to @NAndeyanenGTS. If somebody who speaks japanese can ask him that would be great. I can only do a basic translation.



good idea. the tweet about it seems to suggest that anyone is free to use them, but since this is for a game (and not just personal mmd stuff) it's probably wise to ask.


here's the crappy Bing translation:
"Distribution put together into 1 folder (URL on your profile). Also, I've to add editable anyone Pose folder. Please feel free to."


I actually also think that maybe there should be some general default sounds for growth spurts themselves, perhaps changing in pitch as the size increases. Up to you, though.



Working on converting them right now.


File: 1483509950068.png (298.62 KB, 1000x553, ex.png)


Some of these are a bit questionable looking…

And I'm probably not going to go through the effort of fixing them right now.


You telling me you don't bend your legs like that on a daily basis?


ahaha thanks for trying anyway. hopefully some of them will be nonbroken


File: 1483512820659.png (365.65 KB, 1000x676, ex2.png)

Here are all the non-broken poses in the main folder, converted to single frame motion data.


Let me know if there are any issues, Aiiko.


Found more bugs with stomping:
- Besides missing her target at scales of about 1-5 km she also interrupts the stomping sometimes shortly before she would have hit her target and moves on to the next.
- At scales of about 10 km she just stands there starring at her target but doesn't stomp. From case to case her leg with which she wants to stomp her target is jittering a bit but nothing more.
Hopefully this is helpful.



thanks for this!!

can someone with twitter and basic japanese reply to this & ask if it's okay to use some of these poses in an MMD game https://mobile.twitter.com/NAndeyanenGTS/status/782944019777073153


Perhaps it is possible to include different kinds of movement for the giantess.
At the moment there is walking. But perhaps crouching is also possible. Sche could use her hand to crush instead of the stomping animation.
Running would also be a possibilitie. It would be funny, if she would just jump to stomp things, but thats perhaps tricky to to do.

A number for her movementspeed would be also nice, like the number for her size. And a number or a slider for the playersize would be nice too.

This is definitly the greatest GTS Game ever. Thank you so much.



you can already change the movement speed for individual giant in the edit menu, I think. At least for animations. Pretty sure there is also a crouching animation already. And you can increase/decrease global animation speed by pressing and holding the 1 and 0 keys respectively.

aiiko did mention making giants animate slower as they become bigger to help with collision issues, which I think is a good idea.


someone can give some bare sock/foot model




What kind of grafical settings and graphical effects would you like in the game? I'm redesigning the settings menu.

Thank you very much. For the broken poses, maybe you can try with another model.



No problem. I did cross reference the poses between a couple of different models and they were messed up in each one, but at this point I could probably just fix the poses manually.

Graphical settings may include draw distances, texture quality, AO and Shadows.

Also, could you include a mouse sensitivity option?


File: 1483562675685.png (297.64 KB, 1366x768, Screenshot 1-4-2017 9.30.59 PM…)

There's a weird but useful bug that allows you to make a giantess grow much, much faster. By alternating between "Grow Continously" and "Grow Spurt" multiple times, then leaving it on "Grow Spurt", spurts will be much more frequent.

There's seem to be something important in either timing or amount done, since there seems to be a time where the original spurt is supposed to happen, but if a extra spurt is going on, it will cancel the spurt all together. The tallest in the picture, Galaco Neo, had a great timing, with pratically no cancellation. Under her, is a hastily done technique, with less spurts (and maybe some cancellation).

I also did a normal spurt and a normal continous. These were the results when the first giantess got to 1600KM, don't have numbers on hand anymore, so they are very approximate:
- Normal Spurt: 100-200m
- Continuous: ~2km
- Super Spurt (non ideal): ~200km?
- Best Super Spurt: 1600km


File: 1483562721654.png (616.72 KB, 1366x768, Screenshot 1-4-2017 9.34.04 PM…)


And the two normal growths shown here.



being able to adjust the field of view (fov) would be nice


Field of view slider might be helpful, especially when using VR goggles/phones. Right now it's basically impossible to fiddle with the HUD with Trinus (although if someone knows how to "zoom out" with trinus, let me know).



Hello Aiko, now that you mention it. It would be nice if there were more shaders that could show up in game, and their effects aswell. Like shiny/glossy skin or metallic.

One of the problems is that most shaders except for MMD4Mecanim don't work properly. For example, the standard shader looks too dark and the metallic/smoothness effect don't show up in the game at all. Also normal and specular map textures don't work properly/aren't shown ingame either.

P.S: Legacy shaders are really good for transparent textures (For example some hairs use them) but they don't work.

P.S 2: A FOV slider would be neat too.

This is just a suggestion tho, just take your time with anything you consider more relevant.


It's difficult to get a feeling for the distance of a giantess. The blur effekt is rather unnatural. But maybe a slider to adjust a haze would give the desired effect. I'd suggest an adjustable effect (slider) because a haze within a room should be barely noticeable (the walls shouldn't disappear in the haze).

Don't know what other effects would make sense. Maybe there could be some effect that would depict the place of a footfall for some time?


Actually now that you mention it, a "fog" effect would be really cool.

Not only could it potentially boost performance (because they're be less to render), but it'd also be eerie as hell, listening to buildings being destroyed but not seeing what's doing it.



A super slow mode would be a cool toggle - as a giantess is trying to stomp you, there could be a slow-down sound, you can savour the moment with her foot slowly inevitably lowering toward you, and then toggle it off just as you escape and it comes crashing down…

To add to the haze idea, perhaps there could be a "disoriented" toggle, for after you shrink, where everything would be blurry as you get your bearings..

How about about an effect where the skyscrapers slowly wobble back and forth whenever a larger giantess is walking nearby?

I could keep going… haha


File: 1483581745604.png (183.84 KB, 806x1152, updating pause menu.png)

I'm updating the menu, the main advantage is that I make it easier for me to add new options by code, rather than putting buttons by hand.

That way i won't delay too much the addition of options. Probably I will change some of the current options by sliders (for example in the depth of field, or the shadow distance). In addition to more visual effects.



that looks really slick. i'm glad you are making it less tedious for yourself to add future settings, too.


Looks good.

Think you could add an option to increase the speed of camera zoom out?


I added new graphics settings to change the color and illumination, added the bloom effect, the ambient occlussion is now configurable, and also a configurable chromatic aberration.

I can do a trick to increase the zoom speed the farther it is from the player.


File: 1483589867942.png (571.47 KB, 855x597, Screenshot 1-5-2017 1.12.16 AM…)

Forgot the screenshot.



damn, that looks gorgeous. the fancy shaders are really starting to pay off


That would be very helpful I think. Thanks.


A slow motion mode when the player is in danger is a good idea, and it will let the collider more margin to detect the collisions.


Hope you will add the giant player mode like the npc too ?


Option to make this player only, for every tiny death, every other tiny death, etc would be rad!



the game becoming slomo for crushes other than your own would get incredibly annoying very quickly. that's like the screen pausing every time someone dies in a multiplayer mario game- it throws your own controls & timing off.

it sounds like a good idea for the player, though.


Might it be easier to simply slow down the giantess rather than the entire game? Even, say, putting a hard limit on either the height, or downward velocity of a stomp? It seems like it would solve the issues.



aiiko had also suggested making giantesses automatically get slower as they get bigger at some fixed rate, which i like the sound of (miles-high giants moving at normal speed looks weird imo)


well, if you add a giant mode for players make it the same as the giant npc please !



Shut up already.


File: 1483605203021.jpg (90.74 KB, 1024x576, image.jpg)


A cloud layer would actually make for a nice effect. Not really the same as the "fog" idea since its high in the sky.


I'll remind you that clouds are something we already have, and unless you want to go full-on volumentric CPU Rape-o-tron 9000 they kind of look like ass. Also, perhaps fog is the wrong word, maybe something like "Atmospheric haze", think about how distant mountains etc take on a dark-blue hue just on account of air between you and it. Something like some of Ochiko's stuff, for instance.



VR is really cool. Like, it's on a whole other level of immersion. I've got a HTC Vive, and have managed to make some very basic setups in Unity of essentially a city model, MMD model and VMD animation with the scale starting at "1" and ending at "5000", and it's pretty awesome.

Not sure if it's possible to develop a VR game without having a VR headset, but the tools I used to create this setup for the Vive were from this guy's page:


He has a series of Youtube videos on how to implement them into Unity:


With essentially zero coding knowledge, I manged to follow his videos to create a simple play area and teleport controller, allowing me to move around the city map and watch the gts do her thing.

Not sure how you'd go about implementing this into your game, but it's a possible starting point?

There was a guy who posted earlier on here who had gotten your game to work with VorpX - a VR "injector" as far as I can tell. I went and bought a copy of VorpX, and fiddled with it for a little while. The first person mode was very nauseating, but there is a "big screen TV" mode which worked moderately well with your setup. I would kill to see proper VR integration though!

Also, something more concrete I may be able to offer to this project… I work in film and television sound by trade. I have a library of 50,000+ sound effects. I really like the sounds you have present in the game, but if you need any further sound effects, I'd be happy to send some your way.


File: 1483609497953.png (608.52 KB, 1000x563, Screenshot 1-5-2017 1.26.53 AM…)

Spent the majority of today teaching myself to edit models and rig them properly to import.

Gotta say, it's fun to learn some new things like this.

Also messed around with some hair physics rigging, although it won't work in the actual game.

Question though, can your models use vmd format for their animations? Maybe we can do something for that turning. Right now they kinda look like boats when they need to do a sharp turn.


pls add butcrush


a bug that i have noticed a good time now

when u set a giantess scale to like 1600km or whatever its called (just huge in general), when you make her stomp someone then it wont work

like u make a pile of 100 NPCs, they all die easily to a 300km giantess, but barely any get killed to a 1000km+ giantess

another bug ive noticed (not sure if its considered a bug) is that when there's mutliple giantesses set to "stomp everyone" they tend to choose the same victim to stomp and basically gets inside each other, not that it glitches out or anything but it looks really derpy to see models inside each other

wouldn't it be better if gts couldn't pick the same tiny if another gts already picked it so they can mind their own business?



There is really no reason that big things would move slower, you know. That's just a misconception put into our heads by movies and stuff.


>>6760 They're not moving more slowly when giant, it's a relative slowness. When a giant explosion goes off in the distance, you could conceivably see the shockwave coming toward you at the speed of sound, and not be realistically able to do anything about it, just marvel at its destructive capacity as it tears up the landscape the closer it gets.

It'll look fast enough when it gets to your position.


what is the model on your Screenshot



ahaha there absolutely is a reason. it's called "physics"

maybe r/explainlikeimfive can help you https://www.reddit.com/r/explainlikeimfive/comments/3fzvw8/eli5_why_are_giants_in_movies_games_stories_etc/



like sure, giants bigger than a dozen meters are already breaking a bunch of physical laws by not immediately collapsing into a pile of slush

that doesn't change the fact that larger things have a further distance to travel to complete the same movements, so from the perspective of smaller things they appear to move more slowly.

when you have mega giants zipping around at the same animation speed as micros, aside from the collision problems it makes by moving at impossibly high speed, it also creates a visual "power rangers monster" effect that makes them much less imposing.

aiiko can probably make the slowing optional when it's implemented if you really prefer that look, but there are very good reasons to move slower when you grow



And also let's take into account the gravity, everything should fall at the same speed, the giantess fall speed would the same regardless of the size (if we don't take into account the air).

Compare how much it takes for an ant to fall from a table, and a human from a building.

So the bigger is something, less gravity would feel, the earth would be like the moon.

Slowing down it also helps to give a better effect of scale. https://www.youtube.com/watch?v=LVHM4spXuOM


Yes I can use vmd motions. I'm even considering to allow the user import their own vmd with the models.

I will see if for now I can give at least a basic VR support, if that helps.

And thanks for offering support with the sounds, if you have something that will come handy, just tell me, even if there is already a sound, having more variety is good.



Both of the models are public releases that Pachi Pachy has on their deviantart page. I just edited the Flandre to have feet and rigged them both properly.



That should help when you want to have specific personality AI for them.

Like, unaware/destructive/playful/clumsy types.
It'll modify how they move about and interact with everything.

You probably plan to have them be able to run and crawl, as well. A wider range of motion can go a ways for the immersion.


what models u using and is there a link


can we have a DL link to .GTS file PLz


Fantastic, I imported them into the game. Most of them works, there are a few with problems but there are 60 poses that works well.



I don't have access to the files right now, but later tonight I may release a couple of them.



Oh, that's great to hear.
If you need anything else converted or otherwise, let me know.


A neat method for sound effects would be to play audio files from a certain sub-directory - you could have a folder containing music, peaceful played at first, but if destruction starts happening in the scene, it could switch to a different set of music files, inspiring anxiety or fear…

Also, if the sound effects themselves are audio assets that users can access, they can swap them out if they wish. Some people may want different screams, booms, or cartoonish sound effects, who knows..



Yeah "haze" is a more accurate word. Just helps add a sense of distance.


>>6685 can you post a downloadable link for those models?


(picture unrelated)

I got a glitch with a bunch of models, including the two default ones, where when not in a a pose they have their necks contorted backwards at an unnatural angle looking at the sky(and yes this is with look at player turned off)

Also it is possible to get an unselectable model if you click on a different one in the menu when placing another.



I won't be able to until later tonight, I'm away from the house. But I'll get around to it.



I posted a link to the models in the models thread.


Idk if this has been said but I have found a few problems that may need to be addressed, if you wish to atleast uwu

1) gts eventually start clumping together to stomp towards the same thing when told to stomp everything. Even if theres 200 micros, they'll go after the same ones eventually

2) they start stomping the same spot even when there is nolonger anything there

3) somethings they're semi stuck in the floor and regardless of how much you edit the Y-axis, they will not budge

4) sometimes, for some reason the gts will get what I call confused, and ignore all orders. merely walking to where they need to go…then stand there

4) The gts will get stuck on walls/tables/chairs if there is something underneath. They will begin to go into circles and spasm till the micro comes out, or you force them to do something else

6) sometimes models will get locked into each other and are unable to move

7) The delete function doesn't work with gts anymore

8) there maaaaaay be a memory leak somewhere as too many things will make the game start to freak out and lose fps, even if the rest of the computer is fine

9)when things get too small or too large they start to violently shake; go inside of each other; or, fall into the ground

and a Request
c-could you by chance add a grinding/scrapping/smearing mechanic for when the gts are stomping and all? something randomized into a mixture of things…maybe even a "randomize" function?

I'm sorry, I have absolutly no right to request anything, this game is absolutly amazing <3 and I look forward to it getting better and better with every update. thank you soooo much aiiko


i found a bug
giantesses can't kill anyone in object stages


I think climb is broken…



I don't think that they keep stomping after crushing someone, I think if the model is either in heels or are barefoot and really large (usually around 1 km) the person will go under the arch of their foot and not get crushed, so they'll keep stomping the same spot trying to get them


File: 1483736184133.png (468.84 KB, 728x505, crush collision.png)

I found a solution for the collision problem when crushing, I can switch to a simplistic mesh, it's faster so the computer can compute collisions way easier, when the crush ends it will go back to normal.


I tested it with a very high scale and still works.


I have noticed that whenever the player gets stompped, the camera penetrates the giantess model and you see the inside of the foot. One way to fix this would be to make it so that when the player is crushed in first person, the camera lowers to the ground together with the player model, and when he gets up the camera goes up as well. It would improve immersion as well, but I don't know how hard it would be to implement



awesome, that should work with a lot of different types of models too


Would that break climbing in any way if you're on top of her foot when she's stomping something else?


Is there any way to adjust bounceness of the chest?


how do you walk while crawling in the new build?


Maybe that's the best solution - but it won't help with the unaware walkover scenario I and obviously others like, too.
Did you test it with high heels? Btw. the gts named silver works very well with high heels - maybe her shoes are kind of low poly.

I realize we do have a lot of gts models but wouldn't it be best to allow editing of the collider polygons? That way we could possibly solve this for every game situation. The user who's transforming the model could define regions with complex collider structure and others with rather large and simple polygons.


Does it also work when the computer is heavily loaded for instance with a crowded city?


new build?


There is a bit of lag if it crush the entire city in one step.



that shouldn't be necessary for what you're describing. if I'm understanding aiiko correctly, the normal, complex colliders will still be used for regular walking around. the foot will only switch to the simpler collider when it is actively trying to stomp. so you can still be walked over and avoid being crushed while the giant is unaware. you'll just be more likely to be crushed when the giant is trying to crush you.


eta for next patch?



Information from Aiiko's patreon-

…and I upload build more or less every week…

The last build was uploaded last Sunday, so most likely sometime within the next 3 days, depending on Aiiko's decisions.


You are a king among men! Looking forward to the next patch.


sry, but you don't understand. Problem is that walkover crushes (well currently any crushes) fail if the size difference is too big. Actually the chance that a crush fails to trigger grows with the size difference.

The stomp animation is a nice thing and you see it all the time in the movies - but a big girl doesn't have to stomp. Personally I think stomping makes girls ugly. Where's the female elegance in that?
However if aiiko can't see another way I'm still happy with the way it works right now. No other game before offered all that stuff he implemented!


File: 1483758927240.jpg (325.16 KB, 1280x1796, 1458997742247.jpg)


>stomping makes girls ugly.

I disagree.




I guess what he's saying is he'd prefer females to sort of do aimed casual steps rather than a specific exaggerated stomp motion.



Hakuto makes the best comics <3


aiiko ur the best omg
how hard is it to program those things


Whose work is that? I haven't seen many people that are able to draw feet that well.


ok i think its real the climb is broken

when u try to climb a giantess you morph through or get inside her

i think the problem is because the mesh isnt having proper collision

idk if its because of a certain model or that the giantess is too big but it happens so there you have it

happy bug hunting aiiko



it would probably help if you identify the model you're seeing the problem with






Is that one built into the game, or something someone else converted?


Are you trying to climb them during an animation? It's been like that for a while, you fall through the gaps in the joints. Don't know if there's any solid fix.



That's not bug reporting, that's a useless complain. Give info on how to replicate the problem: The model name, if you downloaded from here, or if you upload it yourself, and the steps done to replicate it.

This is not some professional huge software developer licking your balls for you to continue paying them.



I think you replied to the wrong person.


So a couple quick questions to float by y'all. How easy would it be to:
-Set the stomp's geometry at a fixed scale rather than relative to the giantess (e.g. define the initial alignment as, say, ~10ft above the tiny's head, rather than the current ~lower arm length over it's head)
-Plug the IK system into the collision meshes the player uses (so the giantess stands on roads and rubble rather than phasing through and standing on the ground. Dicking with the Y-axis translation would show it to be pretty flexible)

Both of these seem simple, though if they actually were I get the feeling they'd be implemented already. Figured at least one or two of you other than aiiko would have some experience.


I want to choose the name of the game. I tried thinking some ideas, but i don't think they are good enought.

The title should make reference to the giantess content or the size difference, but i don't want something as generic as 'giantess sandbox game'.


pls add this and that: the game


Yeah names are difficult. Don't dwell on it too much since you aren't selling the game. Just wait for something to pop into your head.



I'll hint some.

Size Matters
Soft Destruction
Divine Scale
Planetary Creatures
In Their Hands



Here's some of my ideas:

Growth & Shrink Simulator (GSS)
Matter of Scale
The Large and Small
Going down, Growing Up
Size Fetish Fantasy
Size Sandbox
Eyes Heavenward
Big & Small Simulator
Altered Perspective
Planet Crushers
Thunderous Footfalls
Nephilim (I'm not usually big in Biblical references, but this word has been translated to me 'giants', 'violent ones' and 'the ones falling on their enemies', so it works pretty well here)







Aiiko's Mod since its literally Garry's Mod with giantesses


I like it.


Can I make a Suggestion?

WHen I load a Stage into the empty Level, ist Floor keeps conflicting with the White Floor. Is There a way to fix this?

Because if I lift up the stage with the Y-slider, this may stops optically, but if I know activate the "Stomp and grow" function my GTS does not stomp the Tinies, but rather pushes them through th stage into the White void again.

Because of this the game does not Count them as stomped and my GTS does not grow :( and because this Feature is the best Thing someone every produced for a GTS themed game, really like to have it on custom stages.

I hope you understand what I mean.

Regards, anon


honestly I love this sandbox game to death thank you so much for making this.



Maybe he can just make the floor transparent. Invisible. That way you wont see the errors of it conflicting with stages. But that may ruin shadows.


I honestle WOULD title it something generic like "Mod" or "Simulator" or "Sandbox" or "Maker". It gets the points across immediately. Giving it a long title like "Titanic Problem!" makes it sound like an RPG or story, or a long quest even though its just a sandbox-style game. That just gets people's hopes up. If you do make a mode where there's a point/high score/story, then this is fine though IMO, but if its just a playroom then forget it.

And something specific like "Under her foot!" is way too specific. The game's all about doing whatever you want, and you'd want something that captures that theme. Something that says "You can make any scenario you wish to make."

Also make sure it's not a "trashy" name. You would not want it to be something like "big sexy gurls", "fetish fun time!" or something. Keep it classy.

I don't have any specific ideas. Maybe something with the word "Scale" in it since immense scales and size-difference is the main feature. I just mostly giving suggestions of what to avoid.


File: 1483916294842.jpg (61.4 KB, 720x960, FB_IMG_1482849391616.jpg)

So….. Sizebox.
It's got my vote, too.

(pic unrelated)


yeah this game allows for so much customization and a huge variety of scenarios, but the defining theme is "size" so I think that should be part of the name

something simple but unique like "Sizebox" or "Sizeplayer" would be ideal imo

even better, google suggests those names aren't taken by any other project


File: 1483919494573.png (307.87 KB, 500x500, tumblr_ocud2haUdy1rwkdwgo1_500…)


this isn't that much of a stretch


Sizebox sounds perfect IMO as well.


I'd toss in a "Mega" to it, to help send a message about the insane size scales too.

Mega Sizebox is juuuust long enough, too.


This thing is really awesome so far, the AI especially really adds a lot, even simple AI. Would it be possible to add an option to cap the framerate though? My computer gets pretty loud if very little is on screen or if the game is paused.

Don't worry about it if that's a bigger fix than it sounds like it would be, it's not too bad to work around.






i mean uh, try changing the "graphics quality" in the launcher from Fantastic to Beautiful (or one step down from that) if you haven't already. I believe that caps the framerate at 60



Which is why I suggested it be an *option* and not mandatory. I would love it, because the slowmo would let me savor each crush + the growth that comes after.



I think it's fine without the extra adjective


we're saving "super sizebox" for the sequel


So it seems I can only set the auto shrink/grow on the player if a gts is already on the map.

More importantly, I've been running into some issues where selecting the auto shrink/grow for the player either immediately sets it to minimum size (in the white void map) or randomly sets them to a much smaller size after the first couple spurts (in the outdoor map).

Anyone else experiencing this?


Sorry if somebody has pitched this idea before, but would it be possible to add breathing and heartbeat sounds to the game? I was just thinking today that it would be pretty cool if you could not only have the sounds of breathing and the heartbeat, but also have them get louder and deeper with an increase in scale, like the footsteps do right now. You would probably need to have the sounds able to toggle on and off, since some people might find them distracting. But, personally, I think it could add a new layer of realism to the game!



making heartbeat & breathing sounds sourced to the model's chest & mouth respectively so that ambience can be heard when you're close enough seems reasonable



or maybe, y'know, I could just set the graphics to something other than fastest.

thanks, that was dumb of me.


Small bug report: when the GTS is scaled down to be around the same size as the player (1.6m), her footsteps are still very loud.


Hello, i have a new update for today. Not much new in gameplay features, but I have been working in some things.

-Redesign of the Pause menu, now i'm including a Restart option to quickly reload the level, and i divided the Settings menu in 3: game settings, video settings and audio settings.

- Game Settings: in addtion to the look at player, and crush tinies, i added a new option to set if you want the giantess to slow down the bigger they are. And now.

- Video Settings: I have new graphical settings, including: Shadow Distance, Field of View, Chromatic Aberration (lens effect), Color Gain and Value (adjust the intensity of color and if you want to see the scene darker or lighter), Bloom effect, Field of View (from 45 to 110 degrees).

- Audio Settings: I still need to work in this area, for now you can only set the Ambiance Volume.

- Improved the stomp, now it should work at bigger size.

- Fixes with the game speed, now changing the global speed also changes the walk speed. And the animation speed of each character will also change the stomp speed.

- When the giantess are walking it shouldn't walk over eachother.

- Fixed the stomp in the custom maps, previously it wasn't working.

Download: https://mega.nz/#F!FoMFQAwL!B5n7dHilan9NR7NFhuU0lA


And also there are new poses.


error i get after playing about 5 mins gtsdemo.exe caused an Access Violation (0xc0000005)
in module gtsdemo.exe at 0023:01bad625.



nice improvements to a lot of existing features, can't wait to try it out :)


is multiplayer a feature that will be in the game?

are the giantesses/micros get any bigger/smaller? i wanna feel like i am on a planet when i am on someone!

drool animation and makes the player stuck until drool fades?

vr support?


Nice menu! FOV FTW! =D

But that stomping thing seems to be tricky. I cannot even say, if the collider works better because now she almost always misses her target. The distance her foot moves is too short.
And when she has reached a certain size, she just looks at the target again without doing anything but having her leg jittering from time to time (this is also the case with non-moving targets -> Player).
She also still aborts stoming sometimes and just moves on to the next target without her foot having even reached the ground.

I think present solution is too complicated and too error-prone.

May you should go easier by having a sort of movearound.
Why not having the target 'killed' and the growth trigered just after she has completed the stomp animation? Then you would not have problems with any colliders.


Well from what I see from the behaviour of stomping right now, is that while the animation is affected by global speed, the timing checks aren't.

So the animation isn't given enough time to play out and the giantess is forced to put her foot down early in most cases. (And she slides her foot across the ground to try and compensate for lost ground)

Other than that, it's coming along great. Let us know if there's anything else you need Aiiko.


Hot damn, I will never cease to be impressed at just how much you get done in a week. Cheers, man.



you can already make the models planet sized relative to the player according to >>6628

"With the player at minimum size and a giantess at maximum, she is indeed about 16,000km tall, and the diameter of the earth is about 12,000km, so yeah she's _bigger_ than the earth."

also i just realized the scale was off in my dumb solar system map illustration by a factor of 10, so there should be no problem making a space map with adequately huge, spaced-out planets within 16000km


im getting crashes to were to i send the reports


The problem with that workaround is that im sure a lot of people like to attempt to dodge the stomping.


File: 1484009047344.png (507.71 KB, 756x533, handles.png)

I had an idea, maybe i can let you use the IK system to customize the character poses, but first i will need to create the proper handles to freely change the position of things. It also will be useful to airplanes because you will not be limited to the slider height.

I might upload a quick fix tomorrow with the proper timing.



Custom poses would be a wonderful addition


would we be able to save the customized poses and share them?


it just came to my mind this "Solar System version" of the game… considering you still want to have the ability to be normal sized (Not everybody is interested in space comparisons after all), and considering all the flying options we have right now, I just noticed this would make this into a… (No) GTS's Sky? You know, some travelling between planets, seeing space and a huge booty in front of you.


File: 1484012671500.png (1.88 MB, 1920x1080, stompmesh.png)

As I thought, changing the foot mesh messes up collision if the player is crawling on the foot. It causes you to 'float'.

I know it's kind of a minor detail, but it does sort of break the mood a little if you're wanting to sit on top of a gts' foot watching her stomp people.


Unity Player [version: Unity 5.5.0f3_38b4efef76f0]

gtsdemo.exe caused an Access Violation (0xc0000005)
in module gtsdemo.exe at 0023:00b0d665.

Error occurred at 2017-01-09_203648.
C:\Users\00000000000000000000\Documents\My games\Archive-8dec\GTS Game Windows Build 2017-01-01\GTS Game Windows Build 2017\gtsdemo.exe, run by 00000000000000000000.
18% memory in use.
0 MB physical memory [0 MB free].
0 MB paging file [0 MB free].
0 MB user address space [3112 MB free].
Read from location 5f8ecde0 caused an access violation.

EDI: 0x2e420800 ESI: 0x378b32b0 EAX: 0x00000000
EBX: 0x172103fc ECX: 0x34766e40 EDX: 0x8ac617e8
EIP: 0x00b0d665 EBP: 0x0917fb44 SegCs: 0x00000023
EFlags: 0x00010a86 ESP: 0x0917facc SegSs: 0x0000002b

Bytes at CS:EIP:
8b 3c 91 8b 4d c4 8b 55 f4 89 3c 11 89 7d c8 8b


So, this is a super minor thing, but could we have an 'Undo' key? I can't tell you the number of times I've tried to adjust the position/rotation of a giantess and then messed it up, knowing that I won't ever able to return to the default position without deleting and adding a new model.


Morphs won't work if I convert a big (~20mb) pmx file, is there any way to fix this?


File: 1484026547245.png (74.53 KB, 3200x3200, solarsystem.png)


any space map would need to be scaled down somewhat due to the limitations of the engine, but within the current limits of the engine it could still look incredibly vast to a player at the smallest size.

I edited the solar system model to reflect the actual max model scale (16000km relative to the smallest player size). Now 1 pixel in this image equals about 5km (instead of 1km). After upping the scale, I shrank the inner planets while keeping their orbits the same, so the sun should look a little less massive in their skies, while the planets themselves are still bigger than before. (all the asteroids should be a single pixel or smaller at the new scale, but that's way too many fuckin' dots to fix, so use your imagination)

at this scale, earth is 25km wide relative to the minimum player size, so the smallest player would appear about 1000m tall relative to the earth's geography, if that makes any sense. they'd still be giant, but the planet would still appear huge, and the maximum model size (the size of the entire solar system) would be much, much bigger


File: 1484027985931.png (75.37 KB, 3200x3200, 1484026547245.png)


after further consideration, I shrank the sun & outer planets to the same scale of the inner planets, still keeping orbits the same. this will increase distance between worlds & make the sun less enormous in the skies while still keep the gas giants plenty huge


You don't even need a space map. Literally just import a couple spheres/planets, and set them up in the empty map.



true, I could probably arrange something myself now by importing a good starry skybox as an object along with some planets.

but aiiko had mentioned eventually creating a space map with special physics so players/models under a certain size would have Mario Galaxy-style gravity near the planets. so I wanted to try to show that a huge solar system was possible within the current engine's size limits, in case aiiko decides to pursue that idea at some point



That was a fan suggestion.


Calculating how giants and micros should behave on various planets with the gravity system you described (along with the added stress of destroying city buildings) seems pretty damn taxing on your computer. Not to mention the wonderful bugs that'd occur if a giant was big enough to be one two planets at once, and you told it to walk somewhere.

Not to mention I can't imagine the view would be much different than say, setting a gts to max height on the continent map, and shrinking yourself down to minimum size. And if they're still not big enough, I've found that some models are naturally larger than others. So if you spawn 2 40 meters giants, one might be twice as large as the other, simply because of how the model works.

You could also set that to a higher number in Unity, meaning it's possible to attain the size ratio you want, just not on a planet system, which again, I mentioned would probably just be easier to act out with imported objects, instead of re-writing the physics engine.


lol, the original wii handled local planetary gravity platforming just fine, and it was just 2 gamecubes crammed into a cigar box

yeah, and aiiko responded to the suggestion by saying that local planetary gravity would be relatively easy to implement because the current climbing system already works about the same way, on objects much more elaborate than planetary spheres

i made the solar system diagram in direct response to aiiko speculating about limits in the current engine keeping models from getting much larger. aiiko was concerned about needing elaborate workarounds to allow for interplanetary scales; I suggested those scales were possible within the current limits. this isn't just coming out of nowhere.


also, if a giant was big enough to span 2 planets, it would be big enough for the local gravity to stop applying to them. we're not talking elaborate astrophysics & true relative gravity calculation here. it's just a simple check: "if character is <200% the size of this planetary sphere, make them stick to it"

sure, you can set up a little solar system diorama in the blank map now. but without any custom physics, creating & playing with tera-macro scenarios is somewhat lacking.

nobody's saying this is a priority or anything. I agree the current max size is already enough, and I'm not suggesting it be increased. but conceptualizing a space map for this game is fun, and worthwhile even if aiiko doesn't get around to it for a long while


Yes but the Wii, and Super Mario Galaxy was developed by professional engineers over a span of many years, which is much different than one man in Unity.

As for bugs, I wasn't talking to much about gravity, but how it'd affect their walking. For example, in the room map, giants will try to automatically "walk" up chairs and couches. Their elevation detection bugs out a bit.

Also, while wrapping a city around a spherical object might not be too hard, the destruction caused by a planetary sized giant would definitely lower the frame rate considerably, especially with something like shaders on, and multiple giants walking around.

However it might be feasible for aiiko to eventually create a sphere you're always walking on, and never falling off (like SMG), as it'd just be crawling, but standing up. However jumping would be a much bigger problem.


Looks like a lot of things broke
stomping seems less accurate
ambient occlusion doesn't work
and looking at player broke probably because the gts doesn't move the torso anymore



dogg you don't need to keep naysaying on aiiko's behalf. aiiko already said they may try it out at some point: http://macrochan.us/cg/res/5146.html#5340

"In the future i can try a planetary scale, but for now, i will keep it a simpler. The difficult is not the gravity, but the camera placement, in fact, that was my problem with the climbing, i need to adjust the camera to all diferent rotations."

of course there would be some technical challenges to overcome. that doesn't mean it isn't worth attempting.



it's good that people are trying to test the game & submit bug reports, but reports like these aren't particularly helpful.

without more details about the circumstances of the issue (and better yet, a screenshot) this just reads like a rambling complaint.

for example, you say "ambient occlusion doesn't work". this update added a bunch of graphical settings that could affect how AO works. what settings were you using? did you even have AO turned on?

as for "looking at player broke probably because the gts doesn't move the torso anymore" the model moving more than just their head to look at the player was a bug introduced in a recent build. that was fixed in this build because it was messing with other animations. So you're reporting a fix as if it's a bug.


File: 1484061064605.jpg (75.08 KB, 887x536, handle update.jpg)

This is the quick update aimed to address one of the stomp problems, and a new feature that I implemented yesterday.

- For the stomping now it will take some time to raise the foot before doing the stomp, depending on the speed.
- I added the positional handles. You can hide them in the transform panel.
- I also decreased the vertical offset slider to have more accuracy when adjusting the feet to the floor. Note that this will change the foot offset when walking, if you don't want that just use the new handles.

Download: https://mega.nz/#F!FoMFQAwL!B5n7dHilan9NR7NFhuU0lA


A quick tip if you are using the sit command, you may need to rotate the character because right now is in a weird angle. Even if you rotate it, it will stay sitting in the same place.


For ambient occlusion to work you need to use the 'Beautiful' or 'Fantastic' graphical settings.


Is is possible to calculate the actual height of a model in game? One thing that has become apparent when playing with different sized models is that the figure displayed on the scale slider doesn't really correspond with reality. It assumes models are 1.6m tall at 1x scale, which is clearly not going to be the case for all of them. Would it not make more sense to have this display the scale multiplier (e.g. "1000x"), then if it's possible to calculate you could have another figure that displays the actual height of the model?


I guess it's possible to get the real size, i will try.


I don't see how this matters or is relevant.



thanks for the update! the positional handles will make repositioning stuff a lot more intuitive.


How come you arent replying to the space/solar system comments? Are you not very fond of the idea?



aiiko gets a ton of comments & suggestions, I wouldn't expect them all to get replies

it seems like priorities right now are building upon the new IK system for interactions, along with additions to enhance stuff like body exploration. no complaints here :)


The idea is interesting but there is too much work to be done before doing it. Right now I should make some changes under the hoof to use my custom gravity instead of the default gravity. That can be done silently over the next builds, so when i'm ready to start the space map i have everything set up to work. For low gravity i will try to make a common code for both floating in space and water diving.

But I prefer start to talk about the problems of space once I start doing to create the map and see how everything works in action. The current problem that i know is the jitter when you 'land' in a giantess, the planets can be smaller to avoid problems, but it will be interesting to land in a giantess and explore her like a planet without glitches.



thanks, that sounds like a smart way to do it. experimenting with gravity could have applications outside of a space map, too (like giving very large or very small models low gravity). I am definitely interested in seeing how you implement swimming also- that has a whole lot of potential uses outside space.

as you build up a selection of smaller features, they can eventually be used together to open up bigger possibilities :)


Great Fix, Much thanks for that! =)

The new colliders seem to work good so far.

But I found some other bugs:
She still very often doesn't finish the stomp move. She lifts her leg and after 1 or 2 seconds she turns to the next target without finishing the stomp move. This seems not to be dependend on the size however cause it apperst with 80m as well as wit 6 and 50 km.

But what happens only with around 5 km and above is that the growth purt is triggered only every third or fourth time although she has successfully killed her target.
Tried that with different models and got the same experience.
If you need more specific information ask what you need to know and I will see if I can find out.
Theese bugs are replicable.


How are you getting her to keep up the stomping at 50km? Mine stops at 5km :(


My apologies if this has been addressed before, but when I've been working on models with morphs to remove clothing, there are faint, transparent 'ghosts' of the clothing visible in-game (will post screenshot if desired). I've also had issues with some morphs not removing clothing at all and morphs that change skin or eye color not working. Its a minor issue, as I can make the changes to the model manually in PMXEditor, but it would be nice if the morphs would work correctly in game.


Aiiko, would it be possible to add an anaglyph 3D effect to the game? Because, frankly, that could be pretty amazing. 3D glasses aren't too hard to come by, especially with all the 3D movies these days (yeah, I've taken a pair from the movie theater, lol), so I think having 3D as an option could be fun. Sorry if this has been asked before.


The positional handles are awesome! They make fine adjustments easy to do!


File: 1484110383122.jpg (60.52 KB, 1366x597, splitscreen.jpg)

I would need to improve the way i created the colliders at runtime checking for different materials, i will see.

Right now what i can do is use a stereo mode, i will see if it can be done.



Thanks so much, aiiko. You really are the best. You and your game are hands down the greatest thing to happen to the size community in a long time.


File: 1484112393415.png (230.48 KB, 853x597, Screenshot 1-11-2017 2.23.51 A…)

This is fine?



Turns out the 3D glasses from the movies don't work with that sort of 3D. Well, I just ordered a pair of anaglyph glasses, so I'll let you know in a couple days. Maybe somebody else has some in the meantime, lol. Thanks!


amazing! so, that means that you can add that double screen option for people with google cardboard? (im included) btw the fov option works amazing with cardboard :D


Well with a good amount of luck and patience. ;D

No joking: sometimes the crush animation it triggered again, when you let her walk away a few steps so she gets another command and then try again.
I also noticed that you have to be near the szenario. Otherwise she will just look down doing nothing. Maybe that is because the tinies are not rendered at a specific distance anymore?
However staying close to the giantess helps (close means not beeing several kilmeters away).


File: 1484143189965.png (209.49 KB, 1920x998, unity import.png)

Whenever I use the model importer, no matter what model it is, even ones my friends have tried, all I get are grayed out/blank models.

And yes I believe I am using the correct version of Unity.


Is it possible to easily enable Nvidia Vision 3D support as well? If it's not too much work, that is


I guess if I enable the stereo 3d support in unity it should work.


VR would be great M8



if you're using cardboard, you'll need https://www.trinusvirtualreality.com/ which automatically splits up the screen for you

however, if aiiko can add support for SteamVR HMD emulation, it will allow Vive and Rift to work with the game natively, and will also allow for streaming through Riftcat VRidge to Samsung Gear VR (which is a smoother mobile VR experience than Cardboard)

I found this VR simulator designed by Unity devs that aiiko might be able to use to test it with even without a headset of their own: https://developers.immerseum.io/



i have red/cyan 3D glasses and it doesn't seem to work. I probably have the wrong color glasses for whatever this was rendered with though


As i can't test any 3d or vr thing, i will need to upload more builds so you can test and tell me what happens.

This build is for testing what device are working and what not, if the 3d shows up well, and if Unity is able to recongnize vr headsets. Connect them before loading the the game.

Right now, i'm using what unity has inside on the box, and I didn't make any change, there are currently 4 options: split, stereo, oculus and openvr, and they will only be shown if unity is capable of recongize that device.

Currently this only works for Windows but they might add support for linux in a future Unity update, or by a 3rd party plugin.




Make sure you're also using the previous version of the model importer, (3.1) with version 5.4 of Unity.


File: 1484164481623.png (407.45 KB, 1751x985, Screenshot_20170111-144750.png)


awesome, thank you for adding these settings!

I don't have a rift or vive, but I have cardboard/gearvr

I was able to get this working with Riftcat VRidge by adding this build of the game to my Steam library, running it while Riftcat was running on my PC (and streaming to my phone), and then selecting "OpenVR" in the game's video settings.

Unfortunately, the camera seems to be fixed in place. You can look around, but it doesn't follow the player character (see screenshot). It's a good start, though

If you would like to be able to test out VR on your computer without too much elaborate setup, I think this should allow you to do it pretty easily: https://developers.immerseum.io/



i also tested 3D anaglyph. it adds some depth, but there is still a lot of ghosting/double image, so I'm guessing I have the wrong color glasses for it.


That's great. I will try using the vr simulator. Also I will need to change the camera scripts to support vr movement.



cool, thanks. let me know if there's anything else specifically that you would like to test :)


Many thank aiiko for the build. I did some testing yesterday and I think the stomps are much better now. I appreciate that the gts looks rather calm during that. And it was rather thrilling to have that flip-flopped elsa doing it. The only drawback I found was with high heeled models as tinies will be crushed "by air pressure" when under the arch of the shoe.
Then again I'm glad that the complex colliders still work for walkover crushes. These work once again much better because of the adjustment possible with the y position slider.

I think at this point it rather depends on the specific gts model how good or bad the crush will work. For example I was able to experience a perfect walkover crush with the chatterhead sexu.gts model. The curved tip of her platform sole rolled over lot's of tinies leaving nothing alive while the size difference was quite impressive (skyscraper heels describes it).

Reading across the thread I, too, think that improvements of actions like grabbing, etc. would be appreciated.
Personally I'd like some possibility for walkover crushes. Currently I'd say theres kind of a 1 out 20 hit rate when using "walk here". So I tend to let many gts wander and move them closer if they walk off too far.
It would in fact be thrilling to have wandering giantesses attracted by concentrations of tinies.

And once again as a fitting finishing line: Many many thanks for the game and the continuing effort to improve it!


Since we want to Keep the model request and model download threads free I ask here:

Does the models for converting objects for the game Need to be of a certain Format?

I tried to convert this star destroyer from star wars: http://www.scifi3d.com/details.asp?intGenreID=10&intCatID=8&key=534

and ist Shows me the model properly in Unity (ver 5.5 mit importer Version 3.2) and even generates a .object file for the game after exporting.

But my models dont Show up in the game itself. Am I doing something wrong? Plz help


I have a second testing build for people with 3d monitors and vr headsets


In VR mode the camera should move and not be in a static position. If you notice more problems please tell me.


Is because the importer is taking only ".fbx" files. For taking other files like ".obj" or ".3ds" I need to update the importer scripts.



it works! the camera follows the player now, and first person mode works now too.

there seems to be some pretty strong distance culling- the edges of a blue sphere on the far edges of the room in the micro map indicate the rendering distance cutoff. but i might just need to tweak the other video settings to fix that. will post screenshots if it's still an issue after I mess around with it a bit.


Try by disabling ambient occlusion, it seems that doesn't work in lower quality settings.


File: 1484186200157.png (733.73 KB, 1751x985, Screenshot_20170111-204318.png)


hm, that didn't seem to affect it. I tried adjusting all the video settings but the draw-distance cutoffs remained, as shown in the screenshot

however, growing makes the edges recede, and around 10cm tall they disappear completely.

this issue doesn't occur when openvr is disabled, so I'm not sure what's causing the engine to limit draw distance based on player scale in this way.



for the record, I'm playing on "beautiful" graphics quality


how do i reset my settings back to default?



will be testing it after I get done converting the models, boning the rouge, and importing it too!

Thank you so much aiiko! you are amazing uwu


File: 1484191299184.jpg (46.72 KB, 545x549, settings.jpg)


Option A (easy):
Copy the settings on the screenshot

Option B (advanced):
Delete this following folder in regedit, don't touch anything else or you will break your computer.



strongly recommend everyone here goes with option A until/unless aiiko adds a "reset settings to default" button lol


Couple of quick questions:

1. Is a fix in the works for the "giantess stops stomping past 5km height?"
2. Is it possible to add an option to exclude the player as a stomp target? I like to run around her feet while she stomps, but she keeps going after me instead of the other tinies. It also means I can't watch a 500m giantess stomp a city from another city, because she seems to prioritize far targets (aka me).


In the previous thread, somebody mentioned the idea of integrating Lua scripts into the game. I will try to add it. If someone is interested in the idea, just tell me what kind of functions in the game would you like to have access.

I've never tried Lua, but if you can tell me of a game that uses it, and better if is based in Unity to try to mimic some functionality that would be great.


This is what happens with the Vive with the OpenVR setting. Like the "near" camera isn't lining up with the "far" camera or something like that.


It feels like no matter what build I'm using, there's always issues with giantesses getting stuck on a single micro and missing them over and over for whatever reason.

I'm sure it'll get fixed eventually in time, just needs work.



that's the same kind of thing i was seeing in the micro map. try growing a little and see if it goes away.


One quality of life suggestion that came to me that I think would be great, if the jump button could be used while in flying mode to gain elevation.

That way can rise with a growing giantess without flying around wildly or looking perfectly straight up



yeah, that would help a lot. it works that way in WoW and makes flying a lot easier. WoW also lets you push the "sit" key to descend while flying… not sure what the equivalent would be in this game (maybe crawl?)


File: 1484234638810.png (755.22 KB, 1366x768, Screenshot 1-12-2017 2.12.52 A…)

Successfully established an inshoe scene here, a bit rough though. And the camera turn outs to be more convenient when zooming out!
This is what I called POTENTIALITY.


Seconded on this, also giants tend to converge on the same tiny target eventually and try to crush it. On the plus side this tends to mean they won't get stuck missing, but they both grow upon a kill.



Unfortunally I can't replicate the error in my computer, homewer, I did another workaround that increases the far plane distance in the closest camera, that you can find in the settings. It will give you a range up to 200 km relative to the current player size. I also renamed openvr to steamvr in the settings for more clarity.




thank you! I will test it out tonight. Riftcat just released a new version of vridge that's supposed to reduce framerate jittering on Cardboard and GearVR, so this is great timing


I haven't found any guides on how to import objects properly. Could anyone perhaps give me some help? Thanks :)



the instructions are here, if they haven't been added to the importer instructions yet:


"Now you can import objects, the process is similar to the other models, but, you need to put them in the "Import/Object" folder, and don't need to set the objects as "Humanoid", just keep it in "None", but that is done automatically.
You are free to choose any scale that you want, for reference remember that micro scale is 1, and giantess scale is 1000."


Thank you :D


I had that problem up until he uploaded a quick hotfix, I'd say download the newest version and try that.

On a different grow and stomp bug…when will we see Giantessses able to continue stomping past ~5km in height?


What do I do if the morphs on a model don't work?


Will the game still be compatible and updated with non-VR players?


I wouldn't make a game that i can't play myself.


File: 1484287684057.png (503.82 KB, 1680x1050, Screenshot 1-10-2017 12.46.57 …)

I just tried the VR in this game for the first time…


Using Evo VR goggles + Trinus VR.

The size comparisons in first-person and third-person really draw you in. I've done Vive for walking through spaces I've designed, which is totally immersive, but even a Cardboard setup in Sizebox is amazing.

I think some interface things could be tweaked, like buttons being highlighted as you mouse-over, so you don't have to pull away the goggles to make a selection with the mouse on the main screen, but these are nitpicks.

You've outdone yourself once again, Aiiko.
AND you've made me realize just how fucking scary being in the presence of a giantess would actually be, and I'm loving every minute of it. :D

p.s. - You mentioned you can't do the VR, is that for not having the goggles, or do you perhaps wear a pirate eyepatch? My gf has impaired vision, so we don't go to see movies in 3D, which is fine since it ends up saving us $$$.. haha



Oh, hey! Is that the model I converted? How is it working? I haven't had much time to test it out? Also, are you *the* Voluminous? The guy who use to do 3D rendering and stuff?


Last night I was mucking around in Sizebox (is that the name we're going with?) and I had a thought. Right now, the biggest thing that you can compare a giantess to other than another giantess is the buildings in the city. I was thinking that what could be fun is putting an actual mountain on the island map. Like, one at least 2-4 km high (9,000-12,000 feet). That would give something significantly larger for comparison and, as a bonus, could be used for some rather lewd situations in a pinch. And it seems like it would be simple to do, though I have no idea. I know that map building isn't a huge priority right now, but I thought I would share the thought anyway.



I found a few mountain stages that could be imported as objects to accomplish this. Not sure if they'll fit in seamlessly, but it's worth a shot:


there's also this badass evil castle tower for scale reference:

and a few more random stages/objects that might be useful for scale reference

and actually this person's gallery is chock full of ripped mario/sonic stages that would probably import pretty well as objects http://sab64.deviantart.com/gallery/


Where have you posted it? Can you have it in .pmx version?


File: 1484435478476.png (452.92 KB, 853x597, Screenshot 1-14-2017 4.58.37 P…)

Fantastic the website seems to be online again.

Well the only thing i posted in the chat that wasn't here was this screenshot testing the atmospheric haze.

The discord chat will be used for offtopic themes and as a backup plan if something happens again:



The haze looks just as good as I hoped! Good job!


The one and only! I get paid to do high-end graphics nowadays, though the hours are ridic. I'm only a footnote in gts history on YouTube. Haha

The model works fine, and the anatomy kicks ass; thanks for the conversions. Can't recall of the top of my head but I think its "blushing/shy" morph/material may not have the right transparency working? A lot of models have this issue, no biggie.

The haze looks great, will this feature be used for underwater as well? Imagine a leviathan form emerging from the murky depths..



That looks great, should add some real atmosphere and an added sense of distance/scale.



Hey, you're not a footnote! I still have a lot of your old giantess poser video's in my collection. You were one of the groundbreakers for 3D video in the size community. Man, those were the good old days. You, dragoon, the Traveler, blunx: all classics. Do you do any size related stuff now (assuming you meant you do high end graphics as a profession in IRL)?


Yeah for underwater i will add a couple of effects.



Could you post the model in this image?
I don't see it anywhere else


My game crashes after 1 sec of turning on steam vr and VR fix on the island map.


A few bugs:
Once in a while a tiny will appear to fall through the map or something, causing a giant in 'stomp everything' or 'stomp and grow' mode to forever seek them, trying to stomp 'through' the ground but never killing them resulting in an endless loop, even if you direct them to another tiny at first, they will beeline straight for the same one from across the map.

Still having some weird collision bugs with climbing now, I can't climb on the giants' bodies as easily. Furthermore, sometimes putting them into stomp mode will make their entire body temporarily a kill plane for some reason, trying to land on them causes me to get 'crushed' with the sound and everything.

Also climbing on their foot when they're stomping on people causes me to float above the foot, then fall through it.


How do you get the giantess to crush tinies?


If you have the "Crush Tinies" option active [which it is by default], you let the giantess walk over the tinies.

You can alternatively just click on a tiny [while you have your giantess selected] and select "Stomp Target, Stomp Everything," or "Stomp and Grow".

They will also crush tinies if they generally just happen to be on top of one of the tinies [feet, ass, etc].


Any chance of a "Stomp and Grow" option? By that I mean, a mode that only checks for a stomp, and doesn't care about if the giantess actually crushes anything? It'd be great for gentle stuff.


Er, meant to say a "no-crush" stomp and grow, haha.


I 2nd this feature


I'm in favor of more growth options in general


File: 1484513073079.jpg (750.66 KB, 3360x2100, _What'sNotToLove.jpg)

>>7229 Unfortunately, Poser is not even installed on my current machine, and I have to say the prospects of acting out scenarios in Sizebox is much more appealing than slaving away for days to produce a 90 second animation. Sad, but true. It's a new era for GTS, though!

Imagine when the save option is re-enabled, we can set up scenes for like-minded folks to explore, or run away from.

Anyway, since I've been reduced to producing "shitty collages," have some Haku.


File: 1484513258752.jpg (768.24 KB, 2560x2048, _Marisa_Spree.jpg)

>>7250 Seconded, but Aiiko, I know there is a lot on your plate, hopefully growth options are an easy implementation (frequency of spurts, intensity, randomness, total duration, total number of them, etc), otherwise we'll wait until you're happy with the IK and other current projects first.

Redsy just released a huge pack of figures in the other thread; I was pleased to find a Marisa figure in there. I wonder if Nutkun knows about this game…?


Has there been any solution discovered for the jittering when climbing a model while super tiny? You can fly right against a model at the smallest size without any jittering, but the moment you land on her or crawl/climb her you go crazy. It's a shame because the smallest size is REALLY small, but you can never really experience it unless you stay in "flying" mode.



nice angles, vol. hope you join us in the discord sometime, there are apparently a few other gtsdepot castaways in there already ;)


I will add soon LUA support, one of their functions will be to create custom growth/shrink cicles to suit all your needs.


I will find a solution once i start to work with the planetary scales.


You can also try a pose, it won't affect the player.


Speaking of poses, the ability to modify poses on the fly would be nice. The pre-existing ones are great and all, but some models have a ton of clipping [arms through breasts, for example] or aren't QUITE right [leg too high, head turned the wrong way, etc].

Unless I'm missing a feature…


File: 1484539521407.png (1.14 MB, 1680x1050, Screenshot 1-15-2017 10.54.00 …)

I have no idea why it happens, but I decided to try and replicate your bug.

I set three models down, and set two to grow using normal methods, and the third using your bug.

The first to start growing was the blond in the striped bikini using the "Grow (Continuous)" option. The second set to grow was the silver-haired model, using "Grow (Spurt)", and the last one set to grow was the dark skinned model using the method of alternating quickly between "Grow (Continuous)" and "Grow (Spurt)", then finally stopping on (Spurt).

Final sizes…
Dark skinned: 1,600 km
Blond: 13.39 km
Platinum: 276.47 m

The bugged method is… Quite fast…

You have me curious, SP… Now I must investigate.



aiiko is planning to add pose manipulation as well, iirc. the addition of the positional handles in the previous update was the first step in that i think


I'm really liking the current build. Crushing with other parts of the giantesses body (tits) seem to work much better than in previous builds, which I absolutely love.

The movement handles are useful, but at the moment I seem to keep grabbing them by accident when interacting with other parts of the interface, i.e. the animation speed slider. If you lower the giantess too much the horizontal translation handles are concealed beneath the ground, but you can still grab them by accident and move her unintentionally when clicking on menus etc.

Definitely my favourite build so far, and I can't wait to see the new atmospheric effects in action.




File: 1484599666918.png (264.29 KB, 643x523, space.png)

The next update will include a space map. Actually making that kind of map requires new mechanics and changes in the physics, so for now it will be very basic, but it will be useful to create some scenes.


Past 9,999km you should put it with the #e+# thing.

An exemple on that pic, instead of 1600000km it could be 16e+5km.


The number after e+ is how many more digits there are after the first digits in the value.

1993153 = 199e+4
535310313 = 535e+6
289360248935 = 289e+9

saying jic


can we get some VR hands?


I think an option would be better, something like a checkbox "Display size in scientific notation" or the like.



When is buttcrush coming? Just like "crush tiny" but "buttcrush tiny" instead.



cmon yall, we don't need options for EVERYTHING.

numbers under a billion or so are easier to read in standard notation, so changing to scientific notation is really unnecessary unless the max scale becomes a lot bigger


I feel as if you're moving too fast in changing the game to suit other people's demands, you should focus on your vision and making the current experience feature complete and have less bugs before delving off into adding various user requests. I'm fearful what you're changing will end up breaking functionality that I enjoy.


For example, I think you should consider tweaking the stomp AI a little bit, because girls will often target the same one, or if they don't at first, they will often lose interest in one before stomping them and move to the same one another girl is targeting.


How did you accomplish a breast crush? In my messing around, I dont see a way to get the giantess to do this.


It can be confusing to the users that don't understand the scientific notation

I can add hands but without any interaction they will be useless. And very few users have access to them, many VR users are just using their phones, so right now is not a priority.

You might be right, i feel if i do those requests people will stop doing that kind of requests, and then i can start focusing in some of the more core aspects. But then, sometimes it let's me focus on something when i feel stuck in one area.

I will change the way that the giantess choses targets i hope it will work better.


I hope to add some kind of scripting support so people can mod some parts of the game that will decrease the requests.

But the requests aren't bad, the game is the way that it is today thanks to many of your suggestions.


hey I love this game, I truly do.
But didn't you mention something about vore ?I would fucking love to see vore in this game and would like to know if that is still a planed feature.



think about what vore entails:

- picking up someone
- making sure they're small enough to fit in your mouth
- opening your mouth
- forcing the person inside your mouth
- forcing them down your throat into your stomach

Now consider what's in the game right now. Only a few of the actions above are even partially possible. This isn't magic (although sometimes aiiko makes it seem like it is). It will take a lot of development and testing to make something as complicated as Vore work.

Aiiko has said several times that vore is planned eventually. But try to understand that it will take time for it to be implemented, and try not to act surprised or impatient that it isn't done already.



it's true that working on the core of the game is important. and there are so many requests now, there is a risk that they could become overwhelming and distracting, especially for a one-person team

but at the same time, aiiko has said he sometimes needs to take a break from features that are frustrating or boring. and it seems that getting the crush system working the way everyone wants has been a little frustrating

so please trust aiiko to work on what he thinks is best for the game, or what he wants to work on to keep from getting burned out on development.

that said, a central bug tracker could help keep these requests and issue reports from getting out of hand, and might cut down on the duplicate reports so they're easier to diagnose and fix.

if anyone can recommend a simple, online issue tracking system that users can submit bugs to, that could be very helpful for everyone.


To be honest, I've had less problems with this than I have with the "stops stomping after reaching 3-5km height" bug.


This is true. I'm just worried about you getting overwhelmed because the game is now popular and everyone has their own vision of what they want to see from it.


I believe Github has that?


hey, after I added a bunch of models into the models folder, the game doesn't seem to want to work anymore, is there an easy way to tell which model is causing the bug, or do I just have too many models now? The error is: Runtime Error! this app has requested the runtime to terminate it in an unusual way. Please contact the apps support team for more information. (doesnt seem very helpful)


File: 1484694914842.jpg (134.42 KB, 1280x720, miku.jpg)

Hello, i have a new updated for Sizebox.

Here is the list of new features and fixes:

- You are able to import custom animations (check the new version of the Model Importer and the updated tutorial).

- Space Map: a new map that is based on the space, note that this map is empty, for now is a basic version and you will need to add custom props, but in the future i will include a full space map with planets and everything.

- VR Mode: i'm starting to include a very basic VR functionality, it has support for both Oculus and Steam VR. I'm also added some features for people who has 3d displays that support it. Note that this can be buggy as I don't have a VR headset myself so is difficult to debug, but at least you have the option to try it.

- Heartbeat sounds: for models with properly configured chest bone, if you are close enought you can hear the heartbeats.

- I addded a new visual effect that creates and atmosperic haze when something is far away, to give a better sense of scale.

- Now, with the stomp behaviour, giantess will choose the closest target to their position, and will not inmediately follow the player.

- The model imported is also been updated, now it suports more formats like .fbx, .obj, .3ds, .dae, so now can import more props into the game.

Download the new build here:


Is there an error log inside the data folder?


Excellent news! Can't wait to test out the new stomping priorities.



buttcrush when?



go buttcrush yourself



Gentlemen, please. Let's keep things civil while discussing being squashed beneath a giant ass.


Bug report for the new version:
On graphical settings "Good" and below, the sky has no texture, and does the goofy "Frozen program in Windows XP/You just won solitare" (I don't know what it's called) thing.


Might I suggest a feature?
A micro spawner.

I don't know how things work, but I was thinking sort of like how you have that Cityscape Object.
Just a tiny area/circle that will spawn micro models at it that will wander around.


Noted, temporal fix is to reduce the sky haze to zero.


For some reason everytime i go into climb mode the fps drops to 5 but when get out of it its back to 60 fps does anyone know why this happens.And no this didn't happen last build.


There wasn't any error logs created, not that I can find anyway. This issue must be related to my models folder, as I downloaded the new version, and it worked before I imported my old models (all 34 GB of them, I'm hoping that's not the issue). I don't know if it will help, but here's the output_log file http://pastebin.com/xmyWrUgW


File: 1484749761071.png (584.07 KB, 1920x1080, Screenshot 1-18-2017 9.27.20 A…)

found this weird bug with ambient occlusion in this update. Worked fine before


Well, I fixed it using trial and error, It was a specific model called leifang.gts that caused the crash, don't know why though.


shouldn't the heartbeart get louder depending on giantess size?





you know you can do that with the O and P keys, right?

or are you talking about something automated? if so, it would need to have a limit to keep too many from spawning and crashing the game

not sure what the use case for this would be in stead of spawning them yourself


I think his intention is to instantly populate an area with tinies our people, rather than flying around and air-dropping them for a few minutes each time…



Not that guy, but it would be nice to be able to populate a city without having to spend 45 minutes doing it. Especially with no save feature enabled right now.


Weird bug: when I populate a city on a mountaintop, giantesses of any size lose the ability to stomp.


That's a known issue, you have to be within a few KMs of the actual tinies for them to be fully rendered.



Yeah what I meant was automated with some sort of limit feature.

I do know how to spawn micro models. I was just thinking of something more convenient.


Could you add the ability to "walk" while crawling back please? It got removed by accident in the past I think. It lets you walk around planets as if it were Mario Galaxy. Which works awesomely in the space stage!



Oh, I like that idea. I want to be able to circumnavigate a planetary nipple.


is anyone else getting lag and crashes during the grow part of the stomp and grow function? i did not have this problem with the last version


I have as well, but that might just be because I'm spawning a lot more tinies than I used to


Actually, the process could be greatly simplified.

All the model would have to do, is bring the object to its mouth, check to see if it can open its mouth, and then the game just needs to move the object towards a certain bone on the giant. Once it's close enough, just delete the object.

It won't look incredibly natural, but I imagine it'll be good enough for most people.



that's true. something like that might eventually be possible with the LUA interaction scripting aiiko is working on (although the grab feature will still need some work)

but for "full featured" vore, with swallowing and stomach exploration, it will take a lot more pieces in place


>Stomach exploration
You could feasibly do that now, but most models don't have fully rendered insides connected to the mouth.

Swallowing could easily be pulled off by just playing a sound effect. No need for anything complicated, just play a convincing sound effect and people will look past the less-than-realistic animation.



yeah, i think we're describing two different experiences. with the LUA interaction that will be implemented soon, it will likely be possible to script what you're describing, which is "make a giant look like they're eating micros while you watch from afar"

creating a command sequence where a giant targets a micro, grabs them & lifts the micro (assuming aiiko is able to fix the grab function), opens their mouth and puts the micro inside, closes their mouth, despawns the micro & plays a gulping sound effect… that's all plausible to be accomplished with LUA

however, if you want the giant to eat the player, and actually experience it firsthand, the implementation will be more complicated. when people say they want "vore" in the game, I assume they want to participate, but maybe I'm mistaken there.


what about teleporting the player to a stomach model, or blacking out their screen?


Oh so you've got a name for the game now? Sizebox, sounds good


>>7392 Yes, I'm getting the same lag here at the growth part, with default settings, and not many tinies.



The Vore can be implemented using a map transition instead of relying on a mouth and stomach system inside every single model.

The player can just be brought to the mouth, the screen fades to black, and you load into a generic mouth -> stomach -> anus object/map so that every model can be covered.


is there a mirror besides MEGA? Really sucks since it has the 5gb limit… download fails and youre fuckd for 6 hours :-(


So, I need a little help with a problem: Files not being read, specifically, textures. The Model loads without the texture and just with the base colors.
I've tried a lot of thing, even fiddling with the File extension or changing the folder of the file. Nothing seems to work.
Any ideas?


Install megadownloader, it let you bypass the limit.

I'm using mega because of the uplpad speed.. mediafire is too slow for me for uploads.


So, I downloaded everything, but I don't know how to actually run the game. I just have a a lot of unpacked files.



If you unzipped them into their own folder, just run Sizebox.exe.


Anyone know where I can find this Haku model for MMD?


maybe I'm missing something but is there like… a way to go straight up and down? even when I turn on fly I don't know how to control my height.


just aim your camera up and hold W


So, I need a little help with a problem: Files not being read, specifically, textures. The Model loads without the texture and just with the base colors.
I've tried a lot of thing, even fiddling with the File extension or changing the folder of the file. Nothing seems to work.
Any ideas?

I'm having the same issue. When I load a new model into unity for conversion and export the textures don't load and I'm let with a all white model. Does anyone know what to do to get the textures to load?


have you tried this:
right click it, go to properties, and see if read only is checked? if so you might want to turn it of, hope it helps


Anyone have an issue where the island map's skybox is non-existent?


File: 1485046005608.png (1.64 MB, 1667x1057, Untitled.png)

looks like this


disable sky haze or play in good+ quality settings




Is there a way to disable the blur when shrinking? I can't see anything when I get smaller.



it's called "depth of field" and there's a slider for it in the video settings


Is there any way to make the camera in the tab menu move faster? Or make your character fly faster?



you can doubletap shift while flying to make your character fly faster

I don't recall if that works in edit mode


If somebody is interested in creating icon or splash screens for the game, there is a little contest in the discord group.



I finally have a suggestion for this game… and its something simple. Just the ability to tell the models to stomp anywhere. That's all. Making them stomp props/cities requires a lot of weird round-about-methods to do currently.

And also maybe a "destroy city" command. That just makes them run through/stomp every building until they've all been destroyed.


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There seems to be a bug associated with the grab command. Whenever the command "grab" is executed the giantess attempts to pick up the micro player, but fails to actually pick the player up. Should the player decide to jump onto the massive hand, the giantess seems to immediately forget the micro player's presence and places their hand to their side. This particular occurrence mitigates the immersive feature of this amazing project. On the other hand, this is an awesome work of art that continues to broaden the dimensions of potential with each passing update. I want to thank Aiiko for his tremendous endeavor in perfecting this project, which continues to baffle and excite. ~Best wishes


File: 1485288693885.png (1.34 MB, 1366x768, Screenshot 1-23-2017 8.34.16 P…)

Here's a suggestion that might appeal to some people:

An adjustable feature allowing the player to choose whether they want to stick to the bottom of the foot of said giantess after being crushed.



You can manually do this yourself for now.

Get the giantess to crush you, but don't stand up again. Put the giantess into a laying position so her feet are up, then select your dead body and 'move' it onto their foot. Now, you'll stay on as they walk.


File: 1485292430883.png (1.43 MB, 1280x1024, Screenshot 24-01-2017 21.09.58…)

Is anyone else out there running the linux build?

Having briefly played the windows build to test some models I was fiddling with in PMXEditor, it became apparent that I wasn't seeing any of the odd graphical glitches I'd come to accept. For example when flying around at low level on the island stage I get random shadows flickering all over the ground as per the example image, it only goes away when I get outside shadow rendering range. I'm running in Debian stable with a GTX 780ti and the current nvidia driver from stable repos, and it appears in both Fantastic and Beautiful graphics settings. I'm just wondering if this is a general linux bug or something to do with my setup.


Oh I see. I wasn't aware of that fact. Thanks a bunch!


got a link for that model?


Here is a link with all the finished models available: http://macrochan.us/cg/res/7006.html
Also, here is the link to the Honoka model.



Can someone expand on how to get physics working on converted models? Particularly, breast physics. I've tried renaming breast bones in PMXE and didn't work. The model I tried to convert is this one https://bowlroll.net/file/55319


Just checked and the extra graphical options hit fps REALLY hard it went from stable 60 fps to 5 fps you should add the option to go back to the old graphical settings from 01/01 because ever since you added those the game became completely unplayable


I think i have neat idea for a feature: user defined chains of actions that can be interpreted and played out by a giantess. The actions would be based on things that they can already perform like growing and wandering.
The chains of actions could be written in a XML file (or whatever it is most convenient). For example, let's say that you load a XML file that has this:

<?xml version="1.0" encoding="UTF-8"?>

<growth duration ="30s">continous</growth>
<stomp duration="60s">player</stomp>
<setAnimation>Lie Down 2</setAnimation>

If you were to load the file and apply the chain of actions to a giantess it would set a crossarms animation, apply continous growth to her for 30 seconds, after that time she will try to crush the player for a minute and finally she will go into a lie down animation. All of this withowt having to manually change things one after the other.

Do you guys think it would be useful or just a waste of aiiko's time?


I'm having doubts about continuing with Patreon, this is due to a few reasons. First, that I feel more pressure to deliver things, and i'm not working very hard, so i feel a bit guilty, second, in some point in the future the development would be slower due to other reasons like having to find a job, then there are the possible model problems due to creators not wanting to someone profiting of their models, and finally that the money is not really needed for this project, instead if i make the development more open maybe it will progress faster than it is now, especially because some of the request are things that i'm not very interested myself, but maybe someone else can polish that feature better that i can, and then some days i want to do other things instead of programming, and if people pay me they would expect that i work in the game and not waste time in other things, but i prefer to work on my own pace, when i feel that i want to do it, this week i haven't made a new build and i feel guilty of that.

Maybe I just had to keep everything as it was before.


I think is better to use the Lua coroutines. You can do the same but also check conditions and make branching of actions.


do what you want just dont force yourself


>creators not wanting to someone profiting of their models

Got a point there. Some people can get real iffy about this.


It's all about whatever makes you feel comfortable, man. Some of us are cool giving you money even if nothing comes out that month. If someone isn't happy with it, they can stop giving you money at any time. But again, what's important is how you feel about it.

I don't think anyone ever felt they wanted to give you money to speed up development or buy a product. They wanted to give you money because they liked what you've built so far and wanted a tangible way of saying thank you.

Regarding the models, I think you're fine. If you were taking private models and converting them and including them in the builds themselves instead of having just a few open source models, it's be a different beast. But fans importing and converting models to work in your game shouldn't be an issue, particularly when the game is free.


Yeah, there's no paywall to play the game, and since the models are free and the game is free there's no "profiting." There's plenty of examples of other people doing something in someone else's IP, and receiving donations through Patreon or some other source and being completely fine. Patreon is just a way for fans to say they support the work; I find having a Patreon to be a bit of a 'motivator' and a 'stressor' because I feel like I'm expected to do things, but it doesn't really work like that. They only expect what you say you'll offer, and if that's what you've always been doing then there's no pressure!


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I was getting slightly worried about the potential problem of modelers getting upset eventually. And since you are making importers to make their work function in your game, it could tie you in a compromising position legally.

I think rather than a Patreon, maybe a "Donate" button would be more appropriate?

With Patreon, it's a monthly dedicated amount that people have to commit to, but with donations it can happen whenever someone feels the want to do so. And donations can also be more anonymous than Patreon, since Patreon itself as a project funding site has been becoming pretty prominent. I think the only loss would be nice interface it provides for consolidated updates and community conversation. But I think we've started to work that out on our own via Discord.

Either way, it's however you want to approach it aiiko, this is your baby, not ours. The less fun you have making it because of others' expectations, the more stressed you're going to become because it starts to feel more like a job than a hobby, and a labor of love should never devolve to that.

Whichever way you go, I know we'll support you. =)


You're spending a lot of time on the project and I just feel like you deserve something in return. I never expect an update but I'm happy when we get one. I hope you keep your patreon open because I really think you deserve all the thanks and support from your fans.


Waste of time, Lua would do that better, and that's what he is studying right now.


Well, for now I will keep the Patreon, I don't want to take desitions very quickly, at least I cleared up some things.

On another note, some users have noticed that the game can't handle more than 2 GB of RAM and then crashes. Currently the build is for 32 bit system, because i'm trying to keep compatibility for most of the computers.

I have 2 solutions to avoid those crashes, improve the memory management to use less ram and optimizing the game, and two, make a 64 bit build and let the game use as many ram as it needs, the caveat is that i need to do a third build, well, i don't need to do it for every single build, since is still in beta, but for more stable builds.

Linux doesn't have this problem because comes with support for both architectures in the same build.

I made a poll to have a better idea of what architecture you are running the game.



Right now only a few people have voted on the poll, but I feel like I can say with confidence that the vast majority of people are on 64 bit systems these days. It's been the norm for going on 15 years now, so I don't think limiting the upper potential of a project of literally astronomical proportions is a good tradeoff for getting those last few technological holdouts.


I don't know anyone on a 32-bit system anymore. 2GB is just too restrictive for a sandbox game where people want to use large assets.


Then the 64 bit should be the default build, and just make occasional 32 bit build for the few that have an old computer.

I have a second poll, this is for RAM.


yeah, based on the results so far, it might be best to make 64bit builds the standard, and only do 32bit builds on major/stable releases

glad you're keeping the patreon up for now. the last thing we want to do is stress you out, we really just want to give you a little cash to thank you! you don't work for us just because some people throw you a little pizza money every month. enjoy it :)


Is it possible to get more driveable vehicles? Maybe a faster car and plane?


Can you make the area that shakes whenever a giantess takes a step scale with her height? Right now it appears to be a set distance from her relative to her size, but as they get bigger the area should get much larger relatively.



I agree with this. But it might need to be toggleable. The amount of shaking at max height would be insane.


In a future update, but more important, make a vehicle ai and populate the city with all sort of vehicles. It would be like a mini gta.


File: 1485503865425.png (135.58 KB, 1366x768, 2017-01-27.png)

im having trouble exporting my model


and i keep getting a bunch of errors in the model importer


dont forget buttcursh and vore


same here



Stop demanding shit, it will come eventually.


I second that there should at least be a few more effects at certain growth 'milestones'. In the current state, the sound and force of the giant's footsteps never changes even if she is at 100m, 1km, 10 km, 100 km, or 1000 km, etc.

I'd like it if there were toggleable/customizeable growth sounds too.



As I understand it, that sort of thing will be editable in the lua update.



That would be amazing!!!


That's a good point.

I think this sound effect would be good for a larger size. Another Unity game used it for the largest giantess when she tries to fall on top of you and crush you: https://mega.nz/#!uMA1nbha!0DM_YDxWqRz7kbEsfTEimhbomerzKDNPVpLlI3iOs-8



For anyone who hasn't joined the discord yet (https://discord.gg/8JQcPdY) here is the contest info. We extended the deadline another week (to 2/5/2017) to give people more time to submit entries.

We are currently selecting images to be used as:

- an App Icon for the game
- a Splash Screen for the game
- a Server Icon for this Discord server

Submit your applications on this channel. There will be prizes for each winning image (TBD).

- Submitted images should be your own creation. However, you can incorporate imagery found online as long as it has been made available for free public use.
- App Icon must be a square image up to size 512x512. Try not to make it overly detailed, because it will need to scale down to 16x16.
- Splash Screen can be any normal fullscreen resolution image (ideally 1920x1080)
- Discord Icon must be a Square image at least 128x128.

Prizes (WIP)
- Winning App Icon entrant will be able to suggest a MINOR feature that Aiiko will add to the game (If you pick something too complicated, we will ask you to choose something else)
- Winning Splash Screen and Discord Icon entrants will be able to request an SFM model that SP will convert for use in the game (if it can't be converted, we'll ask you to choose a different model)

The final prizes & selection process will be announced before the contest is over on 2/5/2017.



Please submit your contest entries in the #contest channel of the discord so we can keep track of who submitted them.


we just wanna know why theres so many errors on the importer every time we try to export somebody



1) who's "we"
2) if you have an problem, you're going to need to provide a lot more info than that if you want help


make a new empty project.. and try again.. just install what is inside of the model importer package


i have some basic suggestions, should mostly just be extensions of things already done

- have a way to edit with the player cam. free camera should not go away, but a toggle could be good. would allow the player to change animations without losing sight of their character.

- optional ragdoll physics for objects. it was done before with buildings in cities so adding a toggle to other objects does not seem too out difficult.

- might be harder than the other two, but a settings option for auto-apply morphs. makes sense to not enable it by default for weaker PCs. could have it only update the mesh while a morph slider is selected to avoid a wide range performance hit. would be good for models that have some basic animation morphs.


still keep getting errors. aithirdperson not found bullit file not found


im trying to test the model and he wont move or do anything. so what should i do to make him make move. what animations


omg i did it i figured it out. yay :D


File: 1485601822962.png (304.1 KB, 1024x768, Screenshot 1-28-2017 5.08.28 A…)

ok guys. my new male models are here since i know how to import them now. i knew i was doing something wrong


File: 1485639506126.png (7.93 KB, 286x170, lua walk here.png)

Here is a quick example of the custom Lua scripts that i'm working rigth now. I will move all current AI code to scripts, that will be stored in a folder, and that you will be able to edit, customize, or create new actions following the examples.



Wow, thanks for this, this'll really help keep the game alive even as updates become less frequent (out of necessity)


This is awesome! With this, the more lua-gifted among us will be able to make custom scripts for the rest of us, freeing you to work more on the basic game mechanics.


i LITERALLY had a dream about this game where all giantess had their own actions without being prompted to and could buttcrush buildings



> could buttcrush buildings

Already a thing in the game. Clicking any spot in a certain radius behind the giantess has a "Sit here" option that works exactly as described :)





just tested it and jeez its buggy as hell
would be nice if the buildings didnt collapse when doing that .-.


Pretty sure it's meant to be used for stage props (such as a chair) and not buildings.



taking a while 4 update no?



they're not going to happen every week like clockwork. aiiko works on the game in his spare time. the features he's working on now is pretty complex, so be patient.


Is it planned that the giantesses leave footprints behind? A few models were posted in the model thread.


File: 1485901728983.jpg (180.99 KB, 853x597, Screenshot 1-31-2017 3.35.04 P…)

I'm advancing more with the scripting system for new commands, I need now to polish the system, and there is something else i can improve.

I have two ideas, that i can implement now, that is, the queue of commands (that will cover the request of creating waypoints to walk), and i will also add a loop system, to start again when the queue ends.

That will also make the custom command scripting more simple, unless you want to create something more complicated. I'm also adding a simple console to debug for those who want to experiment with the scripting system.


Hello! I am quite impressed with this software and am looking to contribute a little of my own. I'd like to take some models and give them their own walk cycles to avoid clipping into their own meshes. Would anyone be able to provide me with info on how to get rigged models into 3Ds Max or Maya, and get them exported out into this game? Would that be possible somehow?



Check the updated model importer instructions here:


It has instructions on how to import/edit custom animations in the importer starting on page 10



very happy with how this is shaping up. it should make a lot of fine customization possible relatively easily



can you make the grab animation into vore animation
it doesnt needs to be complex just gotta move towards the mouth and "clue" or "anchor" who gets stuck at hand so they dont drop down
the vore itself could be just a sound and the model dissapearing.


When ever I try to start the latest windows build I get the error directx 9 did not start. I, running windows 10, 16 gb ram, and a gtx 980 graphics card, do you know the solution?


Just tested this on my Vive. Thank you for fulfilling one of my VR dreams. I didn't expect this one to happen so soon.
One thing I noticed though: The keyboard controls seem to ignore which way the headset is currently facing, so it's a bit of a guessing game which key will make you walk forwards. More of an annoyance than a problem once you figure it out, but I doubt it's intended.
Speaking of movement, how about some alternative movement system for VR with motion controllers? I think there's a premade teleportation system in a toolkit somewhere, and it would be a lot more comfortable than having to find the keyboard while blindfolded everytime you want to move longer distances.


I will rewrite the character controller to improve and make it better, i will take in consideration to walk where you are facing. Not in the next because is already taking long time, but for later.


About the AI, i'm getting close to the final design on how the AI will work in this game.

My objectives are, to be simple to add new behaviors, include customization, not only by me but from the player, it should for different kind of objects (for example, an helicopter using the current wander function instead of making a new one from scratch), and the script are not necessarily inside the character (i.e. that make possible to import a spoon object, with a internal script called "grab me").

Well, that is the half of the AI system, a list of commands that will be chosen by the player, but, what about a computer controlled commands? That is the second part of the system, and will use the same principles, the computer will need to choose commands on their own, this will be a setting, sometimes want to have full control, and sometimes them to have free will.

So this actions need to be chosen, the easiest thing is to choose one at random, or maybe chosen the closest objects and micros, and then choose a random command. But it can be better, so each command can have a score, the higher the score, most likely the giantess can choose the action to take, it can be a score from distance to the target, or and score telling if the target is visible or not. But, for making it better, here will be the personality traits system, each trait will modify those score, for example, the crush command will have a high score for a evil or angry giantess, while it also have a negative score for a gentle or careful giantess.


I will include some randonmness, they will not always choose the highest score, but, the score will act as a probability to choosing such action. This is known as utility AI.

So, if you want to add a new command, you will need only to program the sequence of actions to take, and the scores of such action. I will document everything and explain what each action and score will do.

I've been researching everything to make sure that this will be the best approach, because at this point, i don't think i will replace it, only improve upon it, so i want to build it good from the start, to avoid making big changes later, specially with scripts made by you, breaking them is not a good idea. So that's why it's taking a bit of time, it's easier to hardcode things, but having a scripting system takes more time, but in the end, adding new things will be even faster.


first time making an AI?
i honestly expect something to go wrong xD


All of this sounds very interesting to me. And it would also give many of us the possibility to help out with requested features as people will publish scripted solutions for that.

First of all however I'd like to tell that I play a round of the game almost every evening. I'm missing some VR gear, but the game is exciting anyway. The improvements of stomping and motion speed worked out. Selecting an appropriate size difference will give a good experience. Many thanks!

A thought I'd like to get out is about a gts wandering the city streets. To achive that the script would have to access the roads or rather the crossings like nodes. A simple script would simply keep a giantess wandering from crossing to crossing and keep her mostly on the streets that way. The script would reach a crossing and get the information which crossings are connected to the current one. Simply selecting the next crossing by random she wouldn't wander off too far - an attractive way to let her encounter tinies and other city objects.
Do you think that would be possible? Will the city object be accessible in the necessary depth by the scripting commands?


It's a good idea, i was thinking on the same but for cars, the graphs of roads must be accessible to the car scripts, it also will needed for pedestrians, so you should be able to use it with giantess as well.


if you add that make sure the "do actions on her own" effects apply (crush etc)

also can you remove grab or convert it to vore? i dont think anyone uses it, too broken


The game is an pre-alpha so don't worry to see some functions incomplete or buggy, or even placeholders. Vore is a planned feature, eventually I will add it, like I said before.


How does it feel to be making the best GTS game? :L


Weren't you looking for a footprint model before? Someone posted some .obj footprints in the models thread.


i have a suggestion
how about an option where the giantess destroys the city whole? like she hunts down buildings until there is none left standing

like each building is called potato for instance and the giantess goes into instances/models/whatever called potato and destroy them

imagine this as if the buildings are tinies and you put "crush everybody" that's what i mean.

can u consider this aiiko? the whole "destroy city" option thing?



Grab is being replaced with a new grab system. It used to work perfectly fine in the past.


Do you think there will be a way to script some walkover crushes? I imagine this as a complex task. The script would need to know how much left or right of the path her foot would settle and then also get the right distance in her walking direction.
An alternative to that would be knowledge about the player position. So a scripted gts could randomly decide to head into that direction (or not). One would have to adjust the chance so that she wouldn't head for the player too often.



It would require a procedural walking animation. Without being an expert, it would look very robotic.


Update when?
Please don't take this as "omg give update u noob i raig", I just want to keep track.



there's a test build on the mega uploaded on 2 feb





Were you planning to allow the player to play as a giantess? Though you can grow yourself as the player model, it doesn't have the same features as a giantess, gets hung up on buildings and the like.


Has the main discussion thread changed? it seems to be empty here.^^

the new test build is awesome btw! =)


File: 1486229274430.jpg (68.77 KB, 847x597, micros.jpg)

I'm working in the AI system, for now, i was working in the micro ai, as is more simple. Currently there are two stats, the first is "fear", it is calculated in based to two factor, the size of the giantess, and the distance (that also relative to the size), the effect of "fear" is that increases the chances of running scared.

The second stat is "curiosity", his main effect is decreasing the chances of having fear, and micros with this stat will try to walk closer to the giantess, they can also wave and make things to try to get the attention of the giantess.

So now there is a mix of micros wandering, micros trying to get close to the giantess, and micros running scared.

Now, i need to make a list of traits that will be useful to giantess, to try to cover every scenario.

So i'm open to suggestions, let's make a list, and then, i will select of those what traits/stats will be most useful, and which others can be just calculated as combinations of them.


Here are some suggestions for giantess AI:

Friendly - Won't attack or harm micros, when they make gestures towards her, she will make happy gestures towards them. If a micro dies (by accident) she will make sad gestures and stay sad, not chasing the micros untill one comes over to her and cheers her up.

Hostile - May or may not act friendly at first, but ultimately will go on a rampage and stop, buttcrush and kill all the micros in any way possible, making laughing (or something like that) gestures while doing so.

Shy - Will act friendly with few micros around, but if the numer gets too large she will try to run away, possibly crushing some of them as she runs.

Curious - Will act unaware to most micros, make gestures of simply looking around the map, she may notice a micro in which case she will either pick it up or act friendly for a short time and walk away.

Selective - Will pick one micro (maybe the player) she will act friendly towards, making gestures towards them, all other micros she will kill.


I like selective idea



so i've been playing this on my mac using crossover problem is i cannot run this on crossover if its 64 bit..
just a question since you have linux support can you do OS X too?


>>7750 What about leaving footprints behind? :3


Try this, it's an old build, I don't have guarantees if it works or not. If so, try to see where are the folders like Screenshots and such. I don't understand the mac .app format.



Another idea for giant AI:

Playful: Wont aim to kill micro's but will pick up, walk around and otherwise mess with micro's, not caring if any are hurt.


i have windows version installed any idea how to see the animation plugin

- Animations
Growth/Shrink animations by Nanoskyz.

i amsuming with it being in the notes there is some way to activate it ?


it worked well once you type in the command (mac Terminal)

" chmod +x <filepath>" which in this case was named "GTS Game Mac Build 2017"
idk if you can do that on a PC in anycase its fixable on my side. if its not to much you should release mac version too of newer builds.


Potential Giantess AI interactions with micro:

Kicks any micro scattered about the floor launching them a reasonable distance away.

When the giantess plants her foot on a micro she twists her foot, grinding the micro into the ground.

When picking up the micro she places the micro she picked up and places him in her other hand which closes afterwards holding the micro hostage while she continues searching for more micros running about…once 3 or more have been collected, she then proceeds to squeeze the micros, causing certain death.


Ok, that's good to know, i will add that to the readme, i think that in linux it was the same.

Now the build releases will like this: most of the builds will be for only for windows 64 bit, to iterate faster, and then once the build has new features finished and those features works well, i will upload it for all platforms, windows, linux and mac both 32 and 64 bits.

You will have to wait a little more between builds, but i need to do some prioritizing to develop faster.



Damn. Oh well, it if helps the dev process I guess it's cool.


yeah i kinda figured, thanks for responding so fast though.


File: 1486311733466.jpg (81.83 KB, 800x1200, C04h7kaUAAA00Vv.jpg)

Would it be possible to get numbers associated with animation and global speed bars?

Also maybe make adjusting the bars a bit less finicky? Or even a small window so we can input the 'speed number' we want?

I like to make the giantess chase me and trying to get that perfect speed where she's not too fast and not too slow can get very tricky.


Amazing game! I love trying to helplessly trying to outrun their feet seeing that I'm barely moving to them!

It'd be nice if it were possible to make them lean a bit forward while stomping, so that their faces can be seen (it'd give a more playful feeling)

Two thing's that could add the sense of scale are clouds (can we add them without collision as objects?) and the delay of sound. As the sounds travel around 340 meters per second, the delay between their stepping and the sound arriving would give an even bigger sense of distance.

Maybe by instantiating an audio source object near their foot, with a coroutine set to activate after a calculated time?


New Testing Build: https://mega.nz/#!ok8VWZ4C!SPxH49xHVAb4O8mxuakFarQ5mDZFOxXk-91jgqZtbqE

- Improved micro AI, it is good for now, i can focus now on giantess AI.
- Footstep sounds and eartquakes fixed. You don't hear big footstep sounds when the giantess is normal sized, and now the earthquakes also increase the magnitud depended on the giantess size. This changes are relative to the player size, to make more sense in micro scenarios.

For objects with no collisions, would need to have something to configure objects, i haven't decided how, but maybe adding some scripts to customize it in the future. Like, object.usercolliders = false.

Having sound distance is simple, I have a sound manager, so i can make a list of sounds to be played, that will activated as soon as the time passes. This option will be optiona.

Maybe i can output the speed to the new console (with f12 key). But also i think i will tweak the speed.

I forgot to add the animations, i will see if i add it soon.


Also, if you already have the unitychan.gts file in your model folder, delete the "asd" folder inside the Giantess/ folder. Or the game will not load models.


Did you remove the growth/shrink spurts and breast expansion commands?


Is a testing build meaning is incomplete, so the next normal build will be when the normal functionality is restored.

The reason is i was rewriting the interaction system to make possible the creation of custom scripts, and i haven't ported everything yet.


Ah okay, thank you for uploading it.


I hope someday that giantesses have the ability to destroy micros/cities by just using their breath.

By extension, destructive burps and farts would be super good imo


please please please the option to turn of the heartbeat sound


File: 1486412234178.png (124.88 KB, 282x1022, Sizebox_2017-02-06_14-39-49.pn…)

am also making a pack to the maps/objects/models/etc incase someone missed something. y'all can toss around it and i can edit the info on the page. http://kacbwords.deviantart.com/art/MMD-PACK-PLEASE-SHARE-DOWNLOAD-659450684

i have like 21pages of models.


File: 1486415916253.png (39.83 KB, 133x163, wtf.png)


holy fuck


all the menus just list element over and over. what did I break?



Hey aiiko I'm retarded, how do I shut off the Debug.Log logger? I tried tilde and all the obvious things. Thanks buddy


With the F12 key.


I encountered a strange bug in this one, after a couple of tries making a giantess 'walk here', suddenly she stopped walking entirely and all such commands simply made her slide and her animations all stopped.



Please don't share this volume of converted models on deviantart. You have models by dozens or hundreds of different people in there, most uncredited. That puts this game in danger of getting unwanted attention from people who didn't give permission to use their models.


New Testing Build: https://mega.nz/#!50dQxL5K!I_HjsHEnNgVefADaCrqhGriebLEloftp15ZoaQe4Leg

- Enabled the giantess ai, and i added a new stat called 'hostile', for actions destined to kill micros. For now i'm only using 3 actions: idle, wander, and stomp. In future updates the ai will have more options to choose so it will be less repetitive and more unpredictable.

If you want to edit script to include actions, add a behavior.scores = {hostile = 30, curiosity = 50} (number are 0 to 100.. and there are three tratis fear, hostile, curiosity, and plus a normal that will apply to all (i use it for general idle animations)… i will be adding more traits soon (in game those traits are assigned and random, but in the future they can be customizable).


I have the newest windows version but the models animations are not working (they glide around instead of walking) can anyone help me?


anyone having issues with the new build crashing as soon as a city is loaded and trying to load in tinies?


i liked the fooloow & stop action



So I am noticing some options missing like growing in spurts and crush/grow


Wow! This is interesting.
Maybe there should be a range limit for agent.findClosestMicro() because I watch strange leg distortions and assume it happens if the first targeted micro dies before she can stomp. The function will select a micro quite far away and the character will act strange to reach it.
Thinking about it the stomp should be cancelled if the tiny leaves a stomping distance relative to the gts size and maybe adjustable to each model.
As I write this there comes another thought: A preset store for each model. The number of parameters grows and a preset storage could hold values like the vertical offset, the aggressiveness, the stomp range I was talking about and so on. And putting them into a file or anywhere not attached to the model would keep those values without touching the existing huge selection of models.



Testing Build: https://mega.nz/#!UpkETDKJ!e6CtFFy0CLgz8QpZgv269LwhZYoVaifoUAFyX_JOZuI
- Added basic grab functionality. Is a starting point, i need to improve the hand motion.
If you don't give giantess any order, they will switch between grabbing, stomping, or wandering. Naturally, the more curious giantess will try to grab more micros.


I will do this, for testing builds i will alternate between 32 and 64 bits.

This is 64, next 32, next 64.. and so on.


Does developing for 64 bit give you more freedom to be more detailed with the collision methods, so you can explore giantesses at 1400km without falling through them?



Do you mean you'll go back and forth every build? Or just what you said earlier, every few builds you'll pop out a 32bit one?

I'd advise against the former. According to your poll, only 4 people (out of 150!) use 32 bit or an equivalent. Even the latter isn't a very efficient use of your free time, honestly.


Can someone help me? I've formatted my pc and installed Win10. Now animations don't play on models in Sizebox for some reason.

So for example, the giantess moves on an idle pose, without the walking animation. The giantess can't stomp on anything either.


Unity still uses physics and coordinates of 32 bits, so the main benefit is memory.


That's weird, try on different graphical settings and see if the problem is still there.



You mean lowering the graphics?



Okay, I've tried lowering graphical settings, it's still happening.


and the previous builds work?



Actually what I first did was putting the game in a external hard drive and place it back in the HDD, after I formatted and installed Win10.

Then I tried downloading the latest build, to no avail. I even tried downloading previous versions, yes.


Any chance we'll ever get skirt physics?


can you make - grow player crushing small giantess? and giant player have giga stomps


I like the idea of a more complex AI, hopefully it works out!

One thing I noticed though is there's no (clear) way to stop growing/shrinking once you start it. It also seems like stomp+grow has been removed. Was that intentional?

Also, with regards to the AI, it seems like their default behavior is to follow and stomp you when you spawn them. The easy solution is to just make them idle as soon as you're spawned, but then they don't go around stomping on people.

Actually, a neat option might be stomp everyone BUT the player. That way you can be near the action without halting it.


It's a test build, not a stable-ish build.


1. grow player after stomp or vore peoples
2. training player skills andd body after crush tines or giantess
3. if you can be bigger or huge then giantess you can kill them and make player more bigger or more stronger


I have made some custom test scipts.
The first one is a little catch game with growth the second one is a simple growth battle between 3 giantess. There is more info on the bottom of each script.


New build for testing.. mainly for scripters:
- I changed the behaviors to be Object Oriented so you will need to rewrite the scripts.. check the examples for more information, there are some syntax differences that you need to know.
- New animations.
(note the Behavior:Exit() is not working correctly right now)


Note: is a testing build, so the interactions are broken, but i'm working on the underlying system to support scripting. The last 'stable' build was the one of January 17th.

Also, i'm defining how the scripting will be, so everything is changing an being broken so don't put too much effort in scripting, just try to learn the basics until they become stable.


Check the Settings to ignore the player.


File: 1486783434043.png (1.3 MB, 1600x900, Screenshot 2-11-2017 1.18.34 A…)

I've turned on the anaglyphs, but I couldn't focus any distance and ended up seeing double images. Do I need to configure any other settings?

With the new scripts system, will we be able to do stuff like "toe-tip walking" or "on palm finger crush?".


well, that effect wasn't good. There is a chance to convert the 3d stereo to anaglyphs with any software?


File: 1486802138431.png (534.71 KB, 1680x1050, 2017-02-11_09-32-43.png)

Hey Aiiko. I got a problem with my game as of right now.

I'll add an attachment to show you what the problem is.


i9 have an idea. the giantess steps on a city and micro both and their stuck to her feet. and it should have multiple behaviours from happy to sad. angry. etc


Good question. I don't know much about anaglyphs, but I recall about the red/blue needing to be in the right amount of intensity (or they'd interfere in the other lens) and some color treating in order to make the image more visible - they'd end up a lot more greyish.

If it's too troublesome, just ignore the anaglyph. It's quality of showing a 3d view is not worth any trouble.


if i turn off ambient occlusion on the map, i get this weird that i don't see the landscape around me, but rather multilayerd of whatever is on the screen, but have i it on, i get as the picture i provided, some weird color when i turn my head around.

It happens on the first map you ever made and the really white one, but not the other two.




assuming it's the same issue as before, disable "sky haze" or play on graphics quality settings better than "good"


Thanks. That fixed the issue ^^



Where can i get that model? :D


I have to admit aiiko, really curious how you're pulling off the scale of this, are you warping the sizes of objects around the player? Or are you using unity/scale to change sizes of everything?

I hear physics go weird when you modify the scale too much in either direction, has that been a problem yet with gigas/micros?


Someone made this video on YouTube about your game, it's pretty good.



Hi Aiiko, playing around in the smallest-most size levels you have a bug where the player will "fly into the air" if they turn fly off and all the direction controls are backwards at that size. Try mathf.abs() on all the direction movements, it sounds like your maths may be returning negative numbers (why you'd walk backwards instead of forwards or left instead of right and vise versa).

Mathf.abs() will lock the value positive so it'll stop the negative values.



This is not the model thread.


The model walks backwards. Do you know what is causing it?


How do you add the footprints to the game


>>7920 Look in the model thread, they're already converted


aiiko can you add walls to the game to prevent Giantess and Tinies from wandering off where you don't want them to go?


It'd be interesting if invisible "patrol" areas could be added, preventing a GTS or micro from leaving a particular boundary.


It probably is, with the new scripting system. Had a look at it, seems very powerful.


Its not allowing me to drag the Models folder from my drive into the GTS folder on unity. Any ideas would be appreciated.


Now how does one make the model from the .gts files?


how about flirting with the tiny


when is next update its been like 999 years aaaaaaaaaaaaaa


stop complaining. aiiko have no obligations to make this game, so just be content with what we have right now. the game will be updated when it's ready.



Ugh, all the children flooding this board recently.


The quality of posts has been sharply decreasing over the past few months, not only in this thread, but with people conceptually unfamiliar with how imageboards work. Does anyone know where they're coming from?


I would assume with the many of the crappy mmd videos on youtube, they are linking back to here. Thus, these retards watch it, and come back here and start wrecking the place. Ultimately they are going to cause the project to fail because of the selfish and rude attitudes. Especially the "suggestions" that is overly specific to what they want, no help on how to do it, and they put a smiley emoji at the end to cap it off. Stupid kids ruining a great thing for everyone else.

Sorry for the rant. Aiiko, you are doing fine, thanks for the work you have done so far, and I mean that. I think I speak for everyone when I say, we just appreciate the effort you have already put forward without anyone asking and we thank you for it.


I told you guys when these fucks first showed up

I told you

I told youuuuu


File: 1487349885677.png (970.25 KB, 853x597, Screenshot 2-15-2017 3.06.41 P…)


I have to study because i'm having exams, so i will be taking 2 or 3 weeks. Before that i will release a stable build for all platforms, so this i a candidate to that build but it needs some bugfixes, so if you can find important bugs just tell me. For things like spurt and BE there are not by default but they can be added with scripting.

Things new since the last test build:
- Increased the number of apis for behavior scripting.
- Line of Sight Checks.
- VR camera fixes (move in the direction you are looking).


Speaking of VR, turning on 3d split and 3d stereo doesn't output a stereo image, it's just one side duplicated on the other. Is this just my computer, or does this happen to other people?


Good luck, see you then.


Never mind, I just had my resolution too low to notice it.



FYI, if anyone's looking for scripts like this, there are quite a few being posted in the discord channel for a variety of actions.


So we're SOL if we can't or don't want to use the discord?



- For Windows, Linux, and for the first time support for Mac.
- Some bug fixes since the last testing build. Camera fixes, micro npc rotation fixes, increased the speed of the zoom, some stomp fixes.
- For some of the movement APIs, i included the ability to add support for Vector3 targets in addition to Entity.
- Added some scripts for basic spurt and BE.
- Tomorrow I will create a complete changelog including all the changes from the testing builds.


Is it possible to re-enable stomp and grow?


I noticed that shrinking the giantess (with the shrink option) does not work now. Despite it working on any other version you've released. Is there a way to fix that?



Four options.
1. Wait for another update.
2. Learn to script.
3. Wait for somebody to make a script.
4. Use the previous build.

I will be busy so i won't be programming for a few weeks.



most of the active scripters right now are sharing their work on discord, since until recently the scripts were only available in test builds

now that the script engine is available in the main build, I'll ask if some of them want to share scripts on here. but if you want the latest and greatest, discord is going to be your best bet.



thanks for putting this together before you leave for your study break, aiiko. i'm sure there will be some mac users happy about this too.


Changelog since the Build 2017-01-17:

- Support for 64 bit Windows OS.

- Support for Mac OS. It's not very simple, you have to give execution permission and then give the game admin privileges. Also make sure that you have the option to run unverified apps. I never used a Mac so I can't troubleshoot, but maybe an Internet search will give you the answers, look for "how to run unity game on mac".

- The commands are now implemented with Lua scripts. Note that I had to rewrite some scripts by scratch and the functionality is still not the same as the previous builds. Somer users won't like that but keep in mind that this game is still in pre-alpha and there are big changes so if something works can stop working because of refactoring and changing the way it loads.

- The Lua scripts can be modified, and is possible to create new Lua scripts, that means that new interactions can be created by the community and extend the game. At the moment is a bit limited but the goal is increase the functionality to create any kind of interaction. The files and documentation can be found in "Sizebox_Data\StreamingAssets\lua" (in Mac is "Sizebox.app\Contents\Resources\Data\StreamingAssets\lua"). The behaviors itself must be placed inside the "behaviors" subfolder.

- Added a log console to see error messages to debug the Lua script, but also can give you hints of what kind of error are happening inside the game. To access it and close it press the F12. Also, if you are debugging scripts, restarting the scene will reload all the scripts.


- Support for subfolders in Models. In the game, the models will appear ordered by the name of the folder, you can organize better your characters.

- I made a prototype of an AI system that lets the player choose their actions based in a series of scores. Is still very early, and i was working more in the behaviors than this, but for now, this are the behaviors: micros will wander, and then stop to perform idle animations, some micros will walk towards a giantess, but if there is danger they will runaway scared. The giantess will wander, do idle animations, and then crush and grab micros. This is turned on by default but in future build i will make it optional, giving an animation or command to a giantess will stop their AI.

- I revised a little bit the earthquake and footstep sounds. I make sure that it doesn't sound loud when the giantess is the same size of the player, same for the earthquake, which now depends on the giantess size.


- I changed the grab functionality. At least works but it needs improvements, like a better animation. But it will be the base for future interactions.

- Lot's of new animations, including some expressions, walk animations, dances, and replaced some of the buggy animations for others that works better. Hopefully with the ai scripting they can be used for new interactions.

- Line of Sight for NPCs. They are being used in the LookAt, but also it can be used for new ai behaviors. Is new so is not widely used in the game yet.

- Virtual Reality: I fixed some of the camera issues, in the first person mode the vertical aim is disabled and reset to the default position, and the walk works properly moving forward in the direction in wich the head is looking.

- Other minor bugfixes related to camera, npc, and other things.



FYI, we haven't gotten around to doing anything about the contest, so it's still technically open (at least until aiiko gets back from his break).

If you want to enter, the info is in the linked post. You'll need to post your entries in Discord in our Contests channel.


March 11th is the new tentative deadline for the contest. We have a few cool icons submitted, but not much in the way of splash screens. That category might be a little easier for some to enter, since it can be a screenshot, a photoshop, a drawing- just something in the right resolution that represents what "sizebox" is to you.

We're still taking entries for game icon and discord server image too, of course.


Current Build is missing way to stop growth.


i cant believe u removed sit omg


It'll probably be back. Honestly I like the new slip animation for that though. Model slams against the ground pretty quick.


Virtual reality positional tracking seems to work better, maybe you fixed it in a previous version but it seemed wonky before. I'm using Oculus and Oculus mode doesn't seem to track position but Steam VR mode works just fine. Glad to the plugging away at the grabbing, maybe you or someone else will figure out a cool way to do it, being picked up in VR will be the best.

When I load into the indoor area and I set myself to first person mode, my head seems to be in the ceiling in VR rather than the location of my character. So that could be something that needs tweaking unless its just something off with my VR setup, maybe someone else can check


Made this growstomp script with some animations. It works with the AI system, so you could move the old stomp to the disabled dir to rather have this one in action.

It sets animations during growth and BE and 1 min slow growth every 4th stomp.

Just create a new lua file in the lua behaviors directory.



Question, is there any kind of centralized collection of scripts? Because like everything on any Discord, the scripting channel is like 95% discussion, and that's a pain in the ass to scroll through.


Is there any way to add custom poses or animations?


Is there any way to run two scrips at a time? I can't run "spurts" and "stomp" at the same, for example


I would also like to know this!


File: 1487658194416.jpg (675.76 KB, 1920x1080, sizebox grab bug.jpg)

Might already be a known issue, but at certain sizes giantesses just gets stuck trying to pick people up, they stick their hand through the floor and never actually catch the micro. She was about 500 meters in this screenshot, ended up doing some of her idle animation in the middle of it which looked really weird and contorted.

If at all possible I'd love to have the AI but disable grabbing at least for now, is that possible?



If you're using the 2017-02-17 build you can drag the gts_grab.lua in "Sizebox_Data\StreamingAssets\lua\behaviors" to "Sizebox_Data\StreamingAssets\lua\behaviors\disabled"


In the current build, sometimes when you set a gts to "Wander" she will get stuck and spin around for a bit


PLayer need to have the same effect when in giant size than the giantess npc!^^


File: 1487799795743.png (548.89 KB, 1366x768, multiplayer.png)

I did a test on multiplayer. I have a demo:

I realized that i don't need to have multiple computers or having fast internet to test the multiplayer, a basic local multiplayer is easy to start. To make it online i guess you can use Hamachi and have a group of friends to join. This one is mostly testing until the giantess are properly implemented and controllable by a player.

- Connect multiple players via LAN
- Players are in sync (animation, position and scale).
- Player skins are not in sync, all the players will have random characters
- You can use localhost to test multiple players in your own computer (like pic related)
- The default port is 7777
- NPC and objects are not shared. Anything that you spawn in your computer will only exist for you.
- Single Scene (new UI is required).
- Player scripts won't work (anything that uses the player variable).


Could anyone of the lua-enlightened lads point me to some good material to learn how to make scripts for the game?


To make it online you just have to open up port 7777 on your router


Here's some shit I threw together:

Tell a giantess to Explore 'n Stomp and she'll wander and look for micros to stomp on intermittently. It uses senses / line of sight to see who it can stomp and if she loses sight of who she was trying to stomp she'll move to where she last saw them and give up if she can't find them again. She'll try to stomp a few times before giving up too to prevent issues where the poor gts can't land the stomp. Has some simple animations for successful stomps, give ups, failures, and messing about.

Will work with the player (make sure the Ignore Player when Crushing box isn't checked) or micros sometimes. Still needs work. I couldn't find a way for a gts to tell if she was looking at another gts and not chase them or to stop looking at a target if she loses them and will default to the player. I also can't find a way to tell when a gts kills micros besides seeing if the target died after a stomp action.

Goal was to make a kind of gts game where multiple gts explore a defined area and stomp tinies and keep score, maybe grow w/ successful stomps. Hopefully better tracking of gts actions and what entities are what will help.

Open the log to get a bunch of random debug messages. Spawning micros seems to flood it with null reference exceptions though so it's impossible to find anything.


After the stomp, the GTS loops in the grow animation, forcing manual retargeting. Is this intended behavior?


Not bad, I only don't kinda like the animation where the character folds their arms sometimes when trying to stomp, because it's kinda awkward and floaty looking, and some of the random dance animations break the flow of the thing, but this is the kind of work we need with this game, so good work.


Thanks. Yeah, lots of the animations are half 'it kinda works' and half 'just throw it in'. The bottom of the script has all the animations used and when for easy changes. I'll look over and try to use better animations with a next version. I think an anchor that they can't wander too far from is possible too so they don't wander off away from everything.


i want a way to chat with the giantess


I get the bug of her just kinda walking around aimlessly…


Hey, Aiiko. I've tried contacting you on GitHub and YouTube, but have yet to hear back from you. Are you ever planning to open source this game? If not, would you consider it?


File: 1488121541297.png (275 KB, 545x535, pose.png)

I'm working in the custom pose feature. You start with a predefined pose and then move individual bones to have the pose that you want.


i'm kinda exited for the giant part playable!!! thanks Aiiko


Nice, that'll be a really useful feature.


greta work!


I'm having an issue where the floor of city models (minus the roads), and the entirety of the model at certain distances, keeps flicking in and out of being visible when the camera is moved. I assumed it was a clipping issue at first but even when floating in the air the floors of the model constantly flicker in and out of existence rapidly. Has anyone else had this issue? It's making me unable to play with the city objects.


How do i edit stages?


If you're still putting work into the VR implementation, when I'm in steam vr mode and grow to normal size in the indoor room area, my point of view will be stuck in the ceiling instead of where it'd be at if I were in first person view outside of VR.


Sounds like you might be using one of those city models which were posted in the model thread. Is this a problem with a particular city object, or does it apply to all of them, including the default city.

If it is the former I believe that was a model-specific issue.


File: 1488249404865.jpg (331.98 KB, 3438x794, youlikethatlittleman.jpg)

It's actually affecting both the default city model, as well as large city models I've taken from the model thread.

I've fiddled around a bit more, the white stage causes the floor of the city to constantly flicker on and off, as does the island stage. If I stick a city in the space stage there's simply no floor visible to the city at all, just the buildings floating in space. Basically imagine the model quickly shifting between these three pics several times a second every time the camera moves.

This isn't a problem I had with the last build I used, maybe 2 or 3 builds back and nothing has changed with my computer so I wonder if it's just a random graphics issue with my card or something as a result of one of the updates.


I've got the Female Walk Animeset if anyoe wants it. I got it hoping to improve the walk animation but I don't know what I'm doing and in way over my head.



File: 1488494607177.jpg (224.78 KB, 1597x897, gts vr.jpg)

This is amazing, great software there. <3
I've actually managed to play it using Cardboard VR and a Smartphone, sadly the in game options "3D Split" gets the image backward, the image on the left is for the right eye and vice versa, therefore the 3D is distorded, what's far away seems close and what's close seems far away, you'd have to cross your eyes to make it work, but with a VR headset that's impossible.
Does anyone know a way to notify Aiiko about this problem ? Or does anyone has a solution for me ?


what happened to the discord sever


I'll upload what i have so far.

- Pathfinding system: previously models just walked toward the direction of the target, but that is not perfect and many times the get stuck and spinning around. With the pathfinding the npc can look forward to obstacles in the way before walking to the target, so they can found a better path. currently the implementation is basic because they will use only 1 frame to plan the path, and maybe is not enought time to find the best path, so they will be replanning again once they finish the first path and didn't reach the goal. Sometimes they will still get stuck due to error calculating obstacles of the complexity of the map, but it still an improvement over the 'walk towards the direction of the target'.


- The custom pose system, is still buggy, and enabled by default. I have to add a button to explicitly tell to customize the pose, and only choosing the bones that you want to edit.
- Reset: now it properly works so the scripts will be reloaded as they should and the giantess can be placed again in position. I haven't changed the scripting api yet so you can still use to do scripts for the last previous build if you want.
- I changed the behaviors of stomp and grab to automatically choose new targets once the first target is finished, but, grab is broken in this builds. If you want move the gts_grab.lua to the disabled folder.
- About the scripts, the pathfinding is only calculated in the moveTo() method. So if you want to use follow or anything you can first use moveTo() and then the proper seek().
- I included a new car. This uses a different car controller than the first, and the interesting things is that this makes the car destructible. Instead of spawning multiple cars (because it gets broken a lot) press the Left Ctrl key to reset the car.
- Minor changes in the LAN, now it haves is menu and works with any map. Still buggy anyway.

Remember that this is a test build and those things that i'm working are still unfinished, and this is only a Windows x64 build.


The link has been renewed. https://discord.gg/NDbVE85

mm.. that's weird, i'll investigate.

I will see if i can fix it.

In wich version of the game?


I hope the giant controllable will be implemented soon!^^


The new pathing seems to make giantesses not able to move at the largest sizes

Unrelated, but also the shake effect doesn't seem to really work in first person view


Whenever I start game, character immediately runs without input. Edit mode is like flight sim. Am using keyboard and mouse. Is joystick expected?


8080'th post here.
That's both the 32 and 64 bit versions of the 2017-02-18 release in my image. Just tried the newest release and it's the same.

Running on Windows 7 64bit, with a GTX 960 if that matters to you (no idea what kind of info devs need to bug fix).


is it plausible for skirt and hair physics to be implemented? or is that an impossibility? Id assume that'd mean a ton of model reconverting


In reply to this: "I have made some custom test scipts.
The first one is a little catch game with growth the second one is a simple growth battle between 3 giantess. There is more info on the bottom of each script.
https://mega.nz/#F!s1lFARAL!xoU6Vaiw_zh81UowOquzUg! "

I can't get either of them to work. I have both the 18-feb-2017 and the 6-mar-2017 versions. Both are 64-bit windows.


sizebox needs water effects and animations


The game is very good looking as it is for now, i'm just looking forward the giant playable by players i'm so intrigued by that !!


I've been looking for that model shown in the thumbnail, anyone know its name?


Holy shit we get it, stop posting this every week




Couldn't agree more, it's getting awfully annoying.


Aiiko do you know if you are going to implement more physics to your game or not?


Are there any other plugins or mods for this game that aiiko or other people have made?


Well, can someone please help me make these work? https://mega.nz/#F!s1lFARAL!xoU6Vaiw_zh81UowOquzUg

I have two versions of the game, 18-feb-2017 and the 6-mar-2017 versions, these two mini-games don't work for either.


is aiiko still working on this gmae
pls dont give up this is the best game ever


The scrips are for an older version and dont work on the newer versions of the game anymore i would need to remake them but at the same time aiiko is still working on the skripting part of the game which means that if i would redo them that they could stop work with the next version again so i am waiting till he says that the skriping is final.


Alright, thanks for telling. What version do they work for?


I have some trouble adding the stages I downloaded. I do not know where to put them at?


The game's coming along great! Are there any shaders that can be implemented or no?


New test build: 2 little changes


- Control a giantess, for this build the giantess catalog acts as a character select menu. Not much control for the moment: walk and run, grow and shrink. The animation is buggy so change the character in the menu. And delete it to go back to the original player. I think a better approach will be to create a proper animation controller for the giantess instead of using the one that the ai uses, that way i can tune and blend different animations and handle better the transitions.
- Some camera improvements regarding collsion, the transition will be smoother.



Scripting will be final when the game is final. But happens like in commercial games when a new update comes the mods needs to be updated. But i'll try to not break them, just add new functionality, unless is a big change in the way the scripting works.


I dont know if im doing something wrong or not but with the second to newest version (Not the brand new one with giantess control) the giants seemed to only be able to take one command at a time. Like. if i tell them to grow, they will stand in place or be stuck in a walk cycle that doesnt go anywhere and grow. and if i tell them to do anything else theyll do it but then stop growing. Like they can only do a single thing at a time. Anyone else have this issue or am i just being stupid and doing something wrong?


nice work aiiko. but how will you be able to turn back to micro and crawl on the model


This is just a demo for the feature, later i will add the option to enter in the giantess mode on and off. While still placing normal giantesses as usual


It's a current limitation of the scripting system. But the grow should work, just first set to grow, then set to walk.

To include more shader i have to compile them into the game. So if you have a need for a particular shader just tell me and i will compile into the game to be used with imported models.


Could the giant playable part have the same size as the npc, so you can grow up to 1.5600KM like the npc version, and could be nice as well that you add a setting for the screen shake if yuo wanna turn it on/off


So, is there a way to be in first person mode when being a Giantess? If not, could you please add one?


Use the normal Z&X keys to change your size like you would when controlling the normal player character. You still have the same size limits as the player, max 1.6km height. A script can change this if you want but from a quick test the animations got weird.

Just make a *.lua file and put
player.maxSize = 10000
in it and place it in the Sizebox/Sizebox_Data/StreamingAssets/lua/behaviors folder to increase the max scaling of the player to 16k.


Not sure if because MacBitch, but that custom StompGrowth script only works if I change *nothing*.

Like, if I edit the grow time, or switch the name of an animation, or anything else, it fails to populate in the game action dialog. And the AutoAI completely breaks. But the original gtsstomp and the gtsstompgrowth will work as long as they are exactly as downloaded. What?
Is there a cached copy somewhere that it's comparing against? Weird.


>>8222 OK, so what should I call the .lua file?


Linux port? :^(


Soon, i'm preparing the stable build so at most in one week i will upload it.


Oh, call it anything. Sizebox will load everything with a *.lua extension (I'd assume), mine was just called PlayerMaxScale10k.lua . So:
for example.


Hi, I have a question to Aiiko, could you in the next and the following updates allow the two games here https://mega.nz/#F!s1lFARAL!xoU6Vaiw_zh81UowOquzUg to work?


That was the first version of scripting and is deprecated, it was more a prototype. It was only in a test build but not on an stable one.

I can't go back. It would be easier to just update the lua scripts. Taking as example the other scripts that are in the last stable build. No big changes yet so these scripts will also work in the next build.


Could you give me that lua please?


Could you (in a later build) make an option so that you shrink every time you get stepped on?


Hi, thanks for answering. I have very little knowledge of programming. How do you update them?


Can someone help me figure out how to run this game on Mac? I may just be an idiot but I'm having some trouble, slapping the text into the terminal isn't workin.


while controlling a giant i was wondering if that kind of lua script would work "self.agent.animation.even_shake.set" i don't think it's right but just to give an idea


can you add the sit option back
it was my one of my favorite features…

literally using another version with sit included :/


yeah even tho sit was a bit glitchy it was my favorite too


Ok, i have a new test build, next build is the stable build so i focused on fixing bugs, but maybe i didn't find everything so i need you to test for potential bugs, once the stable build is released the bugs will remain until a new stable build appears.


- Added a mouse sensibility slider
- More smooth transitions for the camera
- In vr mode, i disabled earthquakes and the default movement is walk (this was because i readed some things about motion sickness). The proper way to move maybe is a teleport controller, that is something i need to add in a future update.

Note: LAN at the moment is a placeholder so it won't work as expected, but you can use to try ways to set up a lan connection.


types determine how certain npcs act around others

Primary Giantess types include
Friendly (does not actively try to crush or eat micros. She trys not o hurt micros whenevr possible.)
Hostile ( will try to eat or crush micros and occasionally pick them up)


Unaware will ignore micros under a certain size proportion to herself. Can become aware and overlaps with friendly and hostile types

Aware is already in the game since they do try to interact with micros.


Attentiveness (settings for unaware. It sets the minimum size to be noticed) Percentage is according giantess own size.


Survivor - Will attempt to flee from giantess who get too close.

Seeker - Will attempt get the attention of any giantess. (will switch to survivor if giantess trys to crush them)

Eaten - Micros eaten by a giantess switch to this running around inside her gut trying to escape or make her sick. Giantesses ignore this type since they're already in their body.


How exactly do you use these types? I don't get it. Are they innate to the .gts files or is there a way to make giantess more curious than hostile in the game?

Also, to aiiko I have two questions; 1. How do you "update" .lua files to work with newer versions. 2. Could you make it possible in the future versions that the giantess "breaks through" the roof of a building as she grows? In other words, could you make house-objects, that one can be inside of, breakable in that way? Would be awesome.

Thanks for all the work btw!


If you wanted to make it more seemless, wouldn't you want every individual NPC to exhibit micro behavior in response to larger NPCs, and giant(ess) behavior for smaller NPCs? Like, a mean giantess might try to crush a smaller giantess?


Unzip .7z file to a folder using Unarchiver or other tool.

Recommend changing folder name to "Sizebox" for convenience for upcoming step.

Open Terminal

Use "cd" command to change the root folder. For example, type "cd /Users/[YOUR NAME HERE]/Downloads/Sizebox" without quotes, or whatever the path to your sizebox executable is.

Type "chmod 755 Sizebox.app/Contents/MacOS/Sizebox" without the quotes.
Run executable.

If you get an error saying that you can't run it because it's an application downloaded from the internet, go to System Preference > Security and Privacy > General and tell it to open Sizebox anyway.

If you want to add new models or new behaviors, then "right click" the Sizebox executable and click "show package contents".

If you're on anything less than a macbook pro, prepare to use minimum graphics settings and to minimize the Cmd + Tab minimize to program every 45 seconds to allow your Intel Graphics chip to cool.


Scropter, would you mind please re-uploading your GrowStomp script to pastebin?


Just wanted to say good work Aiiko! The multiplayer is promising. Can't wait for it to get better.


The new test build looks great Aiiko, VR wise though it appears something is going wrong with the camera in this build. I'm using an oculus and when you move your head, it doesn't appear to move your head in game but instead changes the focal length of the camera or the IPD, its a bit hard to explain… Also in third person when using the oculus the camera is positioned way off to the side of the character not behind them.


Ignore me it was my vr setup. Haven't found any other bugs.

Also regarding mouse 'sensibility' do you mean Sensitivity?


Yes i mean sensitivity.

I added your post to the Mac readme.


Aiiko would you be able to answer on the question of there being actually ground shakes and booming sounds for animations like jump, power walk, etc etc?


Here is the changelog for the latest stable build:

- New Map: modern home, is an entire house to explore. The house has stairs but giantess can’t walk stairs yes, so their movement will be limited to the current floor.
- Muscle Car: a destructible yellow car, controls are the same but includes two new controls, “Shift” does a boost, and “Ctrl” resets the car so you don’t have to spawn a new car once the current one is broken.
- Grass: this adds a grass forest, it can be useful for micro situations in exterior places. Giantess won’t collide with grass so they can walk freely.
- Space Objects: Earth, Sun, Milky Way. You can use this in the space map, or any other map. In a future build i will create a solar system map (not empty).
Camera improvements: I tried to make the camera move more smoothly, now it will transition so the camera doesn’t cut. In third person looking up will increase the field of view making everything appear taller. There is also an option to change the mouse sensitivity that you can find in Settings.
- In Settings now there is an option to avoid the giantess doing any AI action after they have spawned.
- Giantess Control (preview): you can spawn a controllable giantess, and walk and run, growth and shrink. This was one of the last features i was adding so is not complete, i will be adding more features to this mode for the next build. Note: if you want to go back to the player, just delete the giantess.
- Pathfinding: giantess and micros can plan the routes this will make them avoid some obstacles and decrease the chances of getting stuck on the map. This is specially useful in interior maps. The paths are generated on runtime, so they should work on spawned objects.


- New handles: This new handles includes Translation (T key) controls, Rotation (R key) and also lets you change the space (Y key) between local (relative to the object) and global (relative to the map).
- Customizable Pose: the pose menu has a new option to “Customize” the pose. You can click on any green circle and this will let you move the bone to any position, and rotate hands and feet.
- Micros have a new behavior: “Walk Here (Group)”, is like walk here, but all the micros in the area will follow your micro to their destination.
- Grab and Stomp behavior will now find new targets once their action has finished.
- Play on LAN (Unfinished): You will notice a LAN option in the menu, this option is for Local Multiplayer, but, at this point is a prototype so you will find issues and not working properly. Since multiplayer is not the main focus of the game, i will be slowly adding functionality to this mode but it will not be finished soon. The reason i’m including it now, is if in the future i want to add some multiplayer capabilities, i will have all the foundation done and i won’t need to modify the entire game.


For scripting:
- Function Behavior.hidden : will hide the behavior from the command menu, so now the scripts don't clutter the menu (see micro_idle.lua as an example).o get the nearby micros (see the micro_walk_group.lua)
- The function SetBehavior() now allows a position vector as an argument.( ex. self.agent.ai.SetBehavior("behavior name", Vector3:new(10,0,10) ) )
- Pathfinding is calculated only for the moveTo() function, the rest of behaviors will work as the previous build. If you want to walk ignoring obstacles (for smash building or something) use Seek().

You can download it from here https://mega.nz/#F!FoMFQAwL!B5n7dHilan9NR7NFhuU0lA

I just want to remind that the stable builds are for all platforms: Windows, Mac and Linux for both 32 and 64 bits.


I have to search sounds and add them later. One day i will start including sounds, right now i feel like there are some things missing that i should need to work before start adding the details.


I have a problem, whenever a giantess moves instead of doing the animation they instead slide/glide to wherever they are going? Anyone know how to fix? Thanks


That is a common error but the reason is unknown, as only happen in certain computers. Can you send me your output_log.txt?


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I'm loving the custom posing system. Now the giantesses can gently and innocently tip toe near cities jokingly without ever noticing how terrifying and oppressing it is to be under her soles =D

There could be a way to save the custom poses. I'm often losing poses when I change scales.



Thanks for the great updates! Had to mess around a bit, but have it working on mac.

BTW: It still overheats newest macbook pro graphics cards pretty quick, and crashes. This is a known problem with older versions of Unity and Macs. Is this based on 5.1.2p1 or newer version of Unity?

Thanks for your hard work!


Is there any way to confirm via lua that someone has been picked up as a result of the gts_grab.lua action?

Also, is there a self.target.crush that will auto-kill a target without deleting?

Sorry if there's documentation explaining this. I don't have a program to open documentation.ink yet. the doc>html> index doesn't seem to have the full library.

Thank you!


i expected the posing feature to be weird and clunky and hard to get used to but jesus it takes like one minute

keep the updates up


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How do I send it? Thanks for helping me.


It seems that you can only grow to the PLAYERS maximum/minimum size, I was hoping that in the next update you could allow the player to grow to a fully sized giantess.


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Wow. This is incredible! Custom poses are the big thing here!


My current version of unity is 5.5.1f, for reference i'm programming in a laptop with intel hd 4000 and windows, i don't know if is similar or there is some related problem.


Ink is just a windows shortcut, you can find the documentation at Sizebox_Data/StreamingAssets/lua/doc/html/annotated.html. Currently i don't have a command to auto crush a player, but it will be added in a future addition.


You can copy to mega, or create a pastebin.

The problem is the camera, because if the camera is too far from the player center it starts complaining. But i have an option to overwrite the max/min size if you want to grow bigger anyway.


Paste dat shit on spit.mixtape.moe



I'm working in hair physics. There is a problem and as you can see it makes climbing more difficult, so I will add it as an option so you decide if you want it, or not.


Oh nice, that looks pretty good! Would it be possible to add clothing physics eventually as well?


Is possible, i can add it later. They require extra hit boxes to detect limbs.


Has anyone released an updated grow&stomp script?


They don't seem to stomp anymore. Can anyone else confirm?


I can provide very simple updated growstomp script later, but haven't figured out how to reliably control order of operations and event dependencies very well for more advanced scripts. Would be really great if entity.grab, entity.stomp etc returned a true/false on success condition. Can test if target dead for stomp, but I have to mess around with timing y-position measurements to get grab success.

Also, latest build on OS X has giantess consistently trying to force her knuckles onto the target and failing to grab. I can manipulate player character into hand with some effort but very low success rate with ai micros.


also have had some issues with Luna.entity.grow(-x) to shrink. Seems to put target near max size for some reason. Self.target.shrink(-x) is just ignored unless player character. Not sure what I'm doing wrong.


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Truly an amazing update. Keep up the good work m8.


oi how do i add a .vmd animation to the game


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Hi Aiiko,

I think I've got some updates re: performance issues on Mac computers.

I've tried the older build on two macbook pros (2008 and 2016) and a macbook air (2015), and the latest build on the 2016 macbook pro. Despite having huge differences in processing power, they all heat up and crash after a minute or so with a giantess in a city.

I made a lua script to compute a running average of deltatime and log the average frame rate. With a blank scene, the macbook pro runs at nearly 400 fps. With top resolution and "fantastic" graphics quality, it runs at 48 fps. However, the display only refreshes at 30 fps, so the extra frames are wasted.

The program is configured to run at the fastest possible rate, consuming all available CPU, on all three mac models. (Nearly 200% -> 2 cores)

Looking at unity bug posts, it looks like users have had to cap frame rate, or create a build that forces vsync instead of maximizing application.targetframerate.
5.2.x was causing this problem for multi-core computers running some Unity games on Windows, but was apparently fixed in the latest versions. It doesn't look like the fix addressed the problem for OSX.

BTW: Small update to How To Run for OSX 10.12 Sierra: After using CHMOD to give run permissions to Sizebox.app/Contents/MacOS/Sizebox, I must now right click Sizebox and select Show Package Contents, and then navigate to Contents/MacOS/Sizebox and run the executable from there. Otherwise, running from Sizebox.app directly fails to load most models, objects, stages.

Thanks for your time and hard work on this project; I'm sorry to slow down your development with compatibility issues. It seems like Unity has a hard time updating without breaking something.


BTW: I know that the image shows 124% CPU usage, but it was 178% before I started snipping the screenshot, and was 198% during early testing tonight. In hindsight I should have provided the graph.


I haven't added the V-Sync option to the menu yet, but by default Unity enables V-Sync in quality settings "Good" or higher.

The problem with permitions in Mac OS exists because i'm compiling on windows i don't have any way to add permissions or check things myself, as well as having zero experience with Mac.


Is there any reason to not have v-sync on? I can enable for all settings to avoid the cpu running at %100.


an IRL linux dev here.

What chmod command do you type?


I know its silly to do but have you ran it from root?

cd into the folder where sizebox.app is and run
sudo open -a sizebox.app



Thanks, i will see if i can find the problem. Have you tried to run the 32 bits version?


I want to work on a new map, this time something like the island map, but better, with more detail, trees, and different areas.

So i will ask what kind of places would you like to see inside the map, or the general ambientation. Also I will try to add better water.

I haven't experimented too much with LOD but making a new map it will be a good time to start.

I will leave the previous island map as it is, as you will need and empty map with grass, but based on feedback i can flat some areas to put cities.


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This is a neat little thing you're making here. Keep up the good work!


Does anyone have a list of scripts for the current version?


Damn, trying the 32-bit version worked. Thanks a lot man, sorry for the waste of time for a solution so simple hahaha, at least anyone having this problem might fix it this wat :)


Thing's that are able to give the sense of scale would add a lot of value. Stuff like cliffs (a bridge would be nice), a desert with mountais (kinda of) far away. For smaller scales, trees are the best choice, but I'd ask the trees to be spawnable and breakable just like the cities (for performance and customization).

If you're going for water, my vote would be a bathroom with a bathub, and driveable boats.


Yea i agree things that would add more scale would be awesome. maybe something like a deep canyon or a crater, something you can stand at the top edge of and look up at a giant even though their ground level is way lower. or maybe a beach front area with deep water so the giant can actually be somewhat submerged so it looks like theyre coming out of the ocean. besides that, i really do like the idea of a forest, like the city, where the trees are destructible like buildings. if im being honest, i think that kind of outdoors stuff will be where youll get the best mileage for your time until theres more complex animations and interactions to go along better with the more intricate settings of inside houses.


I'd say a park maybe ?


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I have a new water shader. Now boats are a must have.

A map about a big desert with canyons and craters is a good idea.

The new giantess mode need more interactivity so creating maps with more destructible stuff like trees, houses, and one thing i need to give more life to the maps are vehicles controlled by npcs.



looks lovely! very excited to play around with water physics and stuff. the new map sounds rad too, more details to use as scale reference & interaction would help a lot.


Seems like the new pathfinding freaks out if the giantess is changing size and moving at the same time


Hey aiiko! Great game so far, I love it. Have you considered adding a kind of local gravity to objects within the space map? Thanks :)


why not a new city map with airport, train station, port and so on?


Is there an way that in the giantess mode, you'd be able to go into first person and see the body from roughly around neck down?



That wouldn't work well in a game with custom models. The camera wouldn't be able to accurately be placed out around their eyes, and it wouldnt be able to hide the head while inside of it.


Do you think you'll make it so in Giantess mode we'll be able to do more than just walk? Maybe control where to stomp?


I think it could work if you shrunk the head, would look stupid as hell from any other perspective but it might work in 1st


There's the possibility of the person converting the model manually set up the first person camera position. Actually, since you export from a prefab, many other special customizations might be possible as well (maybe even special shader effects). The true problem is if people would take the time to learn customizing and configuring stuff.

Side note a bit out of context, does the camera rotation uses Euler Angles instead of Quaternions? I've been dragged into gimbal locks quite often, while rotating the view around when making custom poses.


I'm not planning to use that one in particular but…where the heck do you get those Persona 4 models? I wanna make Yukiko big. Or Yukari from P3 if you have it.

"Your request looks automated, post discarded" my butt.


I have to say, the timing on your upload is impeccable. Was watching the animation of this when you uploaded.


somebody can help me with this? when i put humanoid in animation type, happen this error


File: 1490597013405.jpg (429.77 KB, 1920x1080, Sin títulod.jpg)



File: 1490647896740.jpg (71.79 KB, 793x565, IMG_5985.JPG)

Some people have lovingly made P4 Dancing All Night models available for use on DeviantART. With a little knowhow you can make them usable on this.


Sorry, can you link to their page, Google isn't doing it for me.


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I have a new build to test, not this has new bugs so be warned. And things are unfinished. I wanted to focus on more details.


- Hair movement
- Trees
- Water
- Breathing sound


I'm not very creative making screenshots, but well you see the water and trees.


Cities need lights at nite FTW


I've been trying to add genitals to the models in Unity, making a prefab with both .fbx. It works fine in Unity but they're separated when I Export the .gts file.

Is there any workaround to this? I've combined them in blender but I lost all the animations, and the mesh combiner .cs for unity don't work since they're used for the editor or something.

Keep up the good work.


Model File?


Fantastic work aiiko


Right now the process creates the prefabs himself, but, at some point i will improve that to let the player modify prefabs and even attach some premade scripts to some bones to add extra functionality.


Rigth now the only workaround is to use PMXE editor, it let's you modify pmx so you can attach them with that software, but you may need first to convert the genital to either .x or .pmx format.


Sadly the game crashes every time, when I use the plane. Spawning it: everything is ok
Entering it: counting to about three and crash. :`(

Using Win10 64bit.
Do you need any more information on this?


Camera Update:

I have a new test build, this was quick because I had some experience with cameras after working with them a lot in this game.

The controls are a bit different, but the old controls are here too, but improved.

First, you can switch between the two control with the key T (that i must change because that is the control of the Translate handle.

In the default mode, the camera work like any RTS or simulation game. You can put the cursor in the border and it will move. Use WASD to move around the map, note: this moves in relationship to the map, is you look down and up, it will not move in that direction. Use Q and E to move up and down, also you can use the zoom that will move to the center of the screen, and press the right mouse click to rotate around the map. This controls are for navigation around the map, but this doesn't give the best control for pictures.

For pictures or more control switch to the second mode (with T). This works similar as the camera of the previous builds, if you move forward, it will move to where you are looking, and right click will rotate the camera like in first person, press Q and E to move up/down relative to your position, zoom also works (but i might change it for a FOV control).

Also, the speed is relative to the height of the camera, the more high you are, the faster will move, the closer to a surface, the slower will move. That will help with both macro and micro scenarios.

And i also improved the performance of the cities, it should work much faster when destroying them.


64 bits has some errors that the 32 bits doesn't have. Can you send me your output error log?


There is none. xD
I just crashes and leaves me with nothing. I found out, that it doesn't even need the jet to crash after not more than 1 minute. =(


As soon as I integrate something in the game (GTS, jet) the game crashes a few seconds after. When the map is empty (only the player on it) it works. =(


Second try with the new cameras:

I did more polish and i listened to some feedback.

Changes for each camera:
1) the speed change happens faster, also, i added some smoothness to the orbit, and in the case when you try to orbit and move the camera at the same time, the orbit will take priority.
2) some smoothness for the camera rotation, but the biggest change is that the speed is no longer changed automatically, you need to use the Shift key to make is faster, and Control to lower the speed, this changes are permanent so the more you press Shift the faster will go, there is no speed limit so beware of that, you can lose the map (but if you exit the edit mode you go back to your character position so is okay).

Remember press "T" to switch between the two cameras.



Do the old scripts still work with this version? And did anyone ever gather a list of them all into one place?


This build (and the previous) are both very unstable for me. They crash if I hold down the O and P keys to make some NPCs, or if I try to spawn a playable giantess, or…well, do anything, really.


footprint? paw print?crack on the ground? that will be cool


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god this is looking so good dude. the hair movement is great and the camera, although a little wonky, is really interesting. loving the new map too 10/10

pic unrelated


Maybe I'm doing something wrong but the latest update, 2017-03-30, when you hit PLAY! it skips the main menu. When I'm in the game and I click ESC and choose MAIN MENU nothing happends. The updates are great! The water inmerion of the models is impressive!


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Hi Aiko,
Just wanted to say that this build is getting better each delivery.
The stomp function is terrific!


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File: 1491014504387.png (598.18 KB, 1366x768, Screenshot 3-31-2017 9.30.51 P…)

Although, I do have some grab function concerns…


File: 1491014635398.png (628.59 KB, 1366x768, Screenshot 3-31-2017 9.30.01 P…)

…but it's not too bad…


File: 1491015229448.png (881.03 KB, 1366x768, Screenshot 1-24-2017 7.48.28 P…)

However, a vore option wouldn't be so bad either. :P


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I mean she looks hungry that's all…a vore option would complement this project..imo..regardless, thanks for everything Aiko you're the best!


The new build is really unstable, crushes every half miutues, and uit skipped the micro and map selection menu


That's why its called a test build.



crushing normal, but you can turn it off in the settings.


Yea a few bugs to report in the latest two versions

i no longer have access to the main menu. it randomly selects a player model for me to be and the game freezes when i try to go to the main menu via the menu while in game.

The game's framerate seems fine normally for most things on the version released 3-29, but the one on 3-30 my framerate drops to a slideshow when a model is over about 5km high. previous versions before 3-30 do not do this.

also. i had issues where i tried putting cities ON models that were over 10km high, and it always crippled the framerate, i assume because it starts destroying the buildings the moment theyre placed on the model due to collission and its too much going on. but for some reason in the 3-30 release it didn't do that anymore and i could successfully place a city on a model without the game becoming unplayable.

Also when the giant is around the 500mish range he seems to have a weird interaction with the mountain in the middle of the map where he will kind of actually sink into the ground a bit and walk through it, then climb back out when hes past it, as if it were a sink hole instead of a mountain to climb over.


Still crashing after under an minute and no output error log =(


>>8429 I think footprints/pawprints would be a nice feature.


Is there anyway for the save option to work? I build a scene, click esc, and click save, but nothing happends, and nothing appears in the saved scenes folder! :/

Is there anyway to fix this?


Hey Aiiko. You think you could try get in so that the giants can hold us in their hands? I remember seeing a model that had that feuture but the uploader never provided a link to the model. If that's already in your mind then sorry for wasting your time ^^'


Would love to see a feature to stick to the giantess after a stomp. Doing it manually can be a bit tricky sometimes


Whelp, so far my favourite build is the 03/16/17 one. Which, seems to be the last one with the main menu. I like the play as summoned giantess and the ability to morph the player character, however, playing as a summoned giantess disables the ability to fly.

Also, I should probably post some of the models I have converted, I'm just… Super lazy.




Damn…What's the name of the model?



It's Zabivaka. He's Russia's FIFA 2018 official mascot and online furry heartthrob.


Sorry if this is a stupid question, but how do i get into the vehicles? I've seen screenshots with planes flying around (like OP pic) but haven't figured out how to get into cars or aircraft.


First, you spawn one from object menu, then you press Enter when you are close


oh hey it worked. thanks a lot!


Hope there will be crushable vehicles in the future. crushable I mean it can be crushed like a paper car, into a piece of metal, you see the tires pop and glass explodes, and hear the sound of metal bending and twisting, parts falls off…and it crushes depends on where you stomps on

And more kinds of vehicles, car, bus, truck, plane, ships, trains…this probably needs a long time to achieve, but imagine the day it comes…


Thanks m8
Oh crushable vehicle sounds nice



I can think of two ways that might work to do this. The first can be done using the lua scripts. You'll need to figure out the name/indices of child objects (or would it b the rigidbodies?) are for the model's hands/feet, etc, and then make the character become a child of that item. I think this is what the old grab script did. It had a few problems, though, with mapping correctly to the parent object, so you'd end up stuck to the wrong part of the hand or floating in space. Also, the entire root object (the giantess) grows together, so the grabbed characters grow with her unless you explicitly program them to return a certain scale with updates.

The other way may be to program a collider object to contain them, e.g. by having an invisible ball or something in the giantess' hand with walls that can't be penetrated. This would require editing the model. The giantess' target would need to be set to kinematic until the giantess' hand is in place, and then set back to normal.

I tried to do something similar in a script here which allows the giantess to teleport a target onto her body (https://pastebin.com/hs8v8nJN) for a specific model, but had some issues (hence all the commented out portions for debugging). After the giantess' pose is changed, the target character often falls right through her to the ground. If the giantess is asked to grow, then the character also falls right through her. Maybe one of you will have more luck.


While I'm at it, here's a simple script allowing a giantess to steal a target's height:

And a slightly different version for when she doesn't have a specific target:

Sometimes they have issues with the giantess walking in circles around a target without ever realizing she's arrived, but they seem to generally work.



Are you sure Vsync is on for good or better? I don't understand why the update rate is so high, if so.

It seems to run alright for me if I put graphics to Fantastic, though. If anyone else on Mac is having problems with their computers turning into lap ovens, you might try increasing the graphics quality ironically; it forces the frame rate down.



Those catch / growth game behaviors DO still work. You might need to do the tiniest modification, but if you open the example lua files, you can probably figure it out.

For example, here's a working slightly-modified version of the catch game: https://pastebin.com/NsA0Gu65

Granted, more examples/documentation would be helpful for the scripting, like a list of different types of lua scripting structures (for, while, if…) and general math markup, and more examples of vector-based movement and actions. That would make it more beginner friendly.

But you all should at least be trying. A lot of the requests on here might be possible using the scripting language, and if Aiiko thinks you can script it on your own, it's probably not going to be his top priority. Try asking why your script isn't working instead of asking for a button to do it. That way you can give back a little.



where did you get that model from?


This thread is getting kinda super huge and im having trouble finding info. How exactly do you add custom or additional scripts to the game like the ones people are sharing on pastebin?


1. Open up your Sizebox folder
2. Find "Sizebox_Data"
3. Open it
4. Find "StreamingAssets"
5. Open it
6. Find "lua" (might be a bit difficult)
7. Open it
8. Find "behaviors"
9. Take a wild guess
10. You should find a bunch of text files. Each one represents a different behavior.
11. Copy one, open it, delete whatever code is in there, and replace with the script of your choice.
That should do you.


you can get it from Bowlroll. just search Zabivaka you will find it


People are asking and answering questions about scripting in here and it's kind of hard to keep track of, so I made a new thread on the new board for us to dedicate to lua script stuff: http://macrochan.us/v/res/300.html


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Thanks so much!



From where are the models?


A fantastic short movie made in Sizebox! This program has a lot of potential!




How do you install these scripts in the game?



I can't find text files in that folder… I just find some .lua folders… I downloaded a script but its a text file, not a .lua file…

How do I convert the text file into a .lua file?


I installed this script

While I'm at it, here's a simple script allowing a giantess to steal a target's height:

The "vampire button" appears, and the giantess walks towards the selected target, when she arrives, an absorbtion animation movement begins but now height is stolen… The giantess just stays there doing the absorbtion animation…


but NO height is stolen meant to say… :/


Hello Aiiko, i just wasnted to say thank you for this amazing game, it truly is a great opportunity to create your own giantess actions/moments ( especially with both naruto and sonic girls giantess, since hardly anyone seems to want to do either of those giantess interactions even though both have always had such high potential )


Hello Aiiko, i just wasnted to say thank you for this amazing game, it truly is a great opportunity to create your own giantess actions/moments ( especially with both naruto and sonic girls giantess, since hardly anyone seems to want to do either of those giantess interactions even though both have always had such high potential )


I have tried and kept the Windows Build 2017-01-17 version and love it specifically because of the way the giantess stomp and move around and chase after you the only issue in that version is the camera and the mouse sensibility, so when i see all the new updates, i was so happy to see both the camera and mouse sensibility improved compared to before, but then i noticed the way the giantess were acting on every update including the way the stomp you while you are running, Like in the Windows Build 2017-01-17 version no matter where you were, the giantess foot would be flat even if you were way ahead of them, but in all the versions after that when they stomp you, its like they can only do heel stomps even if you are not moving. the way they would have their feet flat as they stomped down ( in my opinion only ) was more cooler and efficient at trapping tinies under the soles of their feet. also you can no longer select which map or player you want.


so i was wondering in your next update, can you somehow incorporate the way the giantess chase and stomp you from the Windows Build 2017-01-17 version while keeping the same grabbing speed because that is far better than before, but also keep the awesome camera settings because these angles and sensibility are far more better than the previous builds. to better explain my issue, please watch the video on my youtube page to better explain the differences with the giantess actions of both the Windows Build 2017-01-17 and the most recent build. Please and Thanks, cant wait to see more of your progress. https://www.youtube.com/watch?v=6lmtwMzvBRM


Where'd you get those models? Haven't seen em


>>8501 Have you tried the script on other targets besides the user/player character? I/ve had trouble getting the player character to shrink from script.


Is it possible to add vore to the next build?



Oh my god that Vampire2 script is heavenly.


Anybody else is having trouble with the vampire and vampire 2 scripts?

The first vampire script just makes the character walk towards the selected giantess and starts doing an absorbtion animation close to her but nothing happens…

The vampire 2 script just makes the character crouch and nothing happends…

Am I doing something wrong?



It only works on micros


Residential area is also want!


Where did you get those models from? :D


Is it possible to make the vampire and vampire2 scripts work on the player and other giantesses? Or just the player or other giantesses?


Hi everyone,
Glad the vampire scripts are working out for some of you, but yeah, I gotta admit, I didn't really know what I was doing when I made them. It's pretty sloppy code.

There IS a way to make it shrink the player character, too, but target.grow(-x) is not the way to do it. Instead of initiating shrinking in the Vampire2:start() function, it'd be better to put something like this in Vampire2:update():

if self.target.ai == nil then
self.target.scale = self.target.scale * (1 + microgrowth * time.delta_time)
player.scale = player.scale * (1 + microgrowth * time.delta_time)

It needs a little fine tuning, because sometimes I get the player character shrinking even when the target is not the player character, maybe one of you can get it right.

II have a new code, where I have the giantess literally tractor beaming a micro into herself, but I want to get it a little less shitty before I post it on here.

BTW: Aiiko posted a link to the lua guide on the new behavior scripting thread here: http://macrochan.us/v/res/300.html
It's really comprehensive and helpful. Check it out. There are a few goofy formatting things that will break your script if you aren't aware of them.



Instead of using GetMicrosInRadius(radius), you can use GetVisibleEntities(distance). From the documentation, it looks like this allows you to catch more than just micros, but has the disadvantage of not automatically scaling with giantess size. You may need to multiply the distance by self.agent.scale in order to have it increase with her size.

As far as I know, there is no way to get the player character to perform the praying animation, because it has no AI, but you can get it to shrink with something like the player.scale method in the above post.



Oh, of course the code shank the player when the target was non player. It should be "~= nil", not "== nil". Change to this and it works:

if self.target.ai ~= nil then
self.target.scale = self.target.scale * (1 + microgrowth * time.delta_time)
player.scale = player.scale * (1 + microgrowth * time.delta_time)

I gotta stop drinking.

So, for example:

local elapsedtime = 0
local growtime = 5
local microgrowth = -.05

elapsedtime = elapsedtime + time.delta_time
if if elapsedtime < growtime then
if self.target.ai ~= nil then
self.target.scale = self.target.scale * (1 + microgrowth * time.delta_time)
player.scale = player.scale * (1 + microgrowth * time.delta_time)
log("player scale: " .. player.scale)

Aiiko, I'm sorry for not putting this in the new thread. I'll be better next time, I swear.


Thanks for the update, it worked to shrink the player but when I do this I can only use the vampire2 function once per session.


Never mind, I figured it out, but it seems to work as an either or function. If there are no micros, then it affects the player, but if there are micros, then it only affects the micros.


Can someone put this in the right location in the code? I'm not good with programming, so I don't know what to replace or where to place the code or anything.



I second that!



Could you please add the StandardPBS_Phong tesselation shader from this free pack of shaders? It is available at the Unity Asset Store:

Models will look much better when the camera is placed close to them.

Thank you for creating Sizebox.


Is there any way for someone that can create a lua file for muscle growth?



No, there is not.


File: 1491721599453.png (272.96 KB, 580x460, Shitposting on vp.png)



Take a picture into Paint and upscale it. That is basically how the game works. We take the model, And we upscale everything.

Breasts are clunky because same mechanic kinda. You can select the breasts individually and then upscale it.

Now, Try your HARDEST to use this technique to produce "muscle growth" or "weight gain"

If you upscale the arms, Does that give muscle? No! You make your girl look like Donkey Kong.

If you stretch the picture wide, does it look like she is fatter or smeared across the screen?

That is because the only way to make a character look buffer or fatter in both 2D or 3D is that you must create either individual pictures/animations to show the process.

So the only way that is going to happen is if you can find someone to make the select model that you want and proceed to animate the character getting buff and then finding a way to convince Aiiko to implement it into the game (Huge payment to Patreon in the thousands). That is ignoring all the errors and frustrations and imagining a perfect world where one can HARDLY find good models for characters from RosarioXVampire.


Having a little issue with the tinies. I want them to run when the giant is close but they just walk around while getting stomped. Occasionally they run sometimes but then they walk again. Anyone know why?


I can add it, but as it uses directx 11 they will only work in windows 7 and up. I can make it so it uses the standard shader in other platforms.

A quick update:
A new build, just two new features.


- New roads
- Multi-tile buildings.
- Access Input keys with scripting (i forgot to update the doc, but with the example you will get the idea. (Input.GetKey() will return true for each frame that the key is being hold. Input.GetKeyDown() will only return true the first time the player presses the key, then will return false, unless the users releases the key, and it presses it again).

While last months was in holiday, i started the new semester, so the updates are getting slower. I will try to focus more on customization to make better use of time in terms of amount of new content for you.


For the next test build i'm will be adding more scripting support to play custom sound files, and access to the bone transforms.

Note: previous scripts will not need to be updated. I'm only adding stuff but not changing anything else.


i was thinking about sexual moaning sounds if you get to the crotch area



Needs a decryption key.


Thank you!



I installed this new version 2017-04-07, but like the last version 2017-03-30, when you open it, it skips the Main Screen Menu and goes directly to the green island, it also chooses the player figure randomly.

The last version with the working Main Screen Menu was version 2017-03-18. But this one does not have the interactive water in the green island.

People who are downloading and using the program for the first time, those last two versions, they ain't getting the real experience! :/



Yo, what's the decryption key? It won't let me download it.


There two kind of build. Stable and Test builds.

I normally link the stable builds in the mega folder link, and the patreon, which is where newcomers will find them. Stable builds are complete and come for all platforms.

When i say, test builds, are more unstable builds are sometimes incomplete. Because they are for testing features before they come in the stable build. Those are only windows x64.


Is it possible to make a script that grows a giantess to a certain height, play an animation, grow to a new height, etc?


You're going to have to be more specific, but that definitely seems possible.


File: 1491869475766.jpg (215.38 KB, 1280x720, Screenshot 4-10-2017 8.50.49 P…)

I have a new build for testing:
This has a new first person camera for giantess where you can see the body. Make sure that your models has the eye bones configured, otherwise, you will get a weird result.
You will find a Sound folder, for now is useless, but i will include an option to load custom sounds when the stable build is released.
I also fixed other bugs, like the clipping on custom objects.
I also made a new empty map, with grass, and flat, so reasons to have it are for custom cities (because white background is not very nice), and for performance (custom terrain and big sizes doesn't get along too well).


For some reason, when the yellow car crashes, sometimes it also crashes the entire game. Avoid using the yellow car if you have spent time creating a scene.


an issue im having with the new RTS style camera is that its a bit too sensitive around the bottom of the screen. when i have the menus open and im trying to go down to the bottom to select one of the tabs the camera will jump around even when my mouse isnt at the bottom of the screen. would it be possible to either enlarge the buttons for the menu up a bit, or lower the sensitivity of the RTS camera on the bottom of the screen?


I can make change so instead of using the %0.5 of the screen, use 2 or 3 pixels wide. In bigger resolutions maybe it can take the button area.


the grab thing needs to be tweaked. she goes to grab but cant grab anybody


When moving the giantess first person camera, is it possible to move the face model together?


the map is great way easier to create scenarios


I mean, I want a script that, when run, grows the giantess to about 9 meters, does the masturbation animation, grows the giantess to 15 meters, masturbation, grows to 22, masturbation…you get the idea.


I want to work on new NPCs, i will start with military units, tanks because they are easier. They don't restrict their movement to roads. And i can add some explosion effects. I can add a military base object to auto spawn military units, or just make it appear once buildings are destroyed.

But first, i need to release the stable build, next week, i will focus on fixing all the bugs, and maybe add some giantess animations to use with the first person. Croch, Crawl, Jump, and maybe a Stomp animation. And see what's not working with the Grab animation, i haven't changed so much.

Now is time to beta test the build and find errors, tweaks to be made, and annoying bugs. If you only stick to stable build, at least try one of this test build to check everything still works. Next test build will include the main menu and everything else.



Whoa, man, that's great!


The first person as Giantess is buggy with vr I think its because of how low the camera is


i like to see some jets and helicopters attack the giant. and the tanks too.


we need a reset orientation button for VR, unless theres already one im unaware of


climbing doesn't seem to be as smooth as it used to be on giantesses, even when they're in a static pose


Do we have some sort of repository for scripts up anywhere yet? I picked up a couple back when support was first added, but Ctrl+F-ing through the page is getting more and more tedious as the thread grows.


i wish there was a way to make vehicles drivable. even air vehicles


Is it possible to save morphs/morph data/morph sliders via exporting a file?
Or if there's a LUA script already for such functionality?

I don't think it's been asked before in the previous threads, but it would be interesting if you could script morphs wherein the morph group could slide to different morph groups.

If anyone's heard of CBBE for Skyrim, it's pretty much a complete body morph setup, with saved presets, though, this one would be a little more global than having just one body type and actually work with the models that already have existing morphs.

I'm free for this idea to be shot down, of course.


Is it possible to have morph changes through the sliders physically change the hitbox for the giantess? Like if I made her breasts bigger through a morph slider, the hitbox would change to the bigger breasts.


Currently, the hitbox does change depending on the morph sliders, but only when the giantess is in a static pose. The hitbox will also reset once the giantess starts moving again, whether they're playing an animation or actually walking around.


Updated Vampire script with player shrink here: http://macrochan.us/v/res/300.html


New test build, includes all the maps. I'll leave it here so you can find bugs before the stable release.


That's a good idea, save all the morpth to a preset file that can be editable. And then uses those presets to combine them with other presets user scripts.

For example, make a Sad preset, and a Scared preset, then, with script, you use one and then make a transition to the other, or maybe make something like 20% sad + 50% scared. And make interpolation between different presets to make animations. And a set of Idle morphs settings.

Way faster than editing morphs individually (but they also will be possible).

In the morph list, i should add the option "Save Preset".


when i load this build the camera seems half stuck inside any model's head and i cant zoom in or out

in addition the Y axis doesnt seem to work, i cant look up or down with the mouse


The new RTS camera style are great but… They should be an option be be on or off in the settings section.

Sometimes after bringing up the menus and stuff you don't want to change the camera angle to join two scenes together later… The RTS style camera makes it too hard to mantain the same camera angle to join scenes in a movie editing program…

That's why I say it should be an option… I had no problem moving the cameras around using the keyboard buttons before.


Press V to return to the previous camera.


I don't think the grow/shrink commands work in the newest test build?



Oh good, it's not just me. Not working here either.


Growth/growth spurt and shrink seem to work only when using the option to play as spawned giantess.


I found something where after the giantess grabs, or attempts to grab, you her hand is stuck on you, instead of you stuck on it, for a while and wherever you run in a certain radius around her she is pulled to touch you. (not the grabbing animation)


I found something where after the giantess grabs, or attempts to grab, you her hand is stuck on you, instead of you stuck on it, for a while and wherever you run in a certain radius around her she is pulled to touch you. (not the grabbing animation)


I found something where after the giantess grabs, or attempts to grab, you her hand is stuck on you, instead of you stuck on it, for a while and wherever you run in a certain radius around her she is pulled to touch you. (not the grabbing animation)



None of the behaviors work, grow, shrink nor breast expansion :/



The hair movement and new sceneries are great!


There's an issue with the object handles when trying to move an object. It looks like if the player moves too far from the starting position then tries to move an object using the translation handles they'll fly way out of view / disappear entirely. You can do the Move to mouse pointer to get them back in view but any moving via the handles has this issue. This is for both objects and giantesses.

To recreate I load up the island w/ trees map, super fly straight up and back down, then place an object and try to use the translation handles to move it.

(reposting in correct thread because I'm dumb)


New build for testing:

I fixed some bugs related to grow, some things of multiplater (there is still another bug when if you join and there is already a giantess the game don't start).

but also for scripting, i was testing by porting some of the stomp code to lua, and i enable inverse kinematics so you can create your own grab/crush/sit animations, if you have patience because is a lot of trial and error.. but you can start with something simple

self.agent.ik.enabled = true
self.agent.ik.leftHand.position = self.target.transform.position
self.agent.ik.leftHand.positionWeight = 1


I will fix it for the next build. Another tip for now, you can use the M key that does the same that the Move menu entry.


File: 1492236423481.png (455.26 KB, 1139x681, WHY.PNG)

why the mmd wich i import is like this, without color?

file of mmd:



i also notice. theres no seek button for walking.


File: 1492247950920.png (1.89 MB, 1920x1080, gothic.png)

So you can convert more models in the future, I want to help:
I think maybe you didn't use unity 5.4.3f - downloading the most recent version can cause that issue (I did that originally).
Also check the instruction pdf carefully in case you missed something else.

If you can't crack it I have it converted anyway.


This fix seems to have brought back an old bug: if you're climbing a giantess when she grows, you grow too.


>>8616 yea i had downloaded Unity 5.6.0f3 (64-bit). i thinked it was the same.



It also interrupts any self-selecting LUA Behavior Scripts from showing up in the menu.
You're teleported by the transform handles before the Behavior Scripts show up.


>>8616 i did it but the legs have a problem.

tnk for the help.


hey i had a thought

would it be possible to turn the 3 story house that you currently have as one of the locations into an object? I'm not familiar with how that process necessarily works but itd be super cool if you could set that house out somewhere in one of the zones where giants can be larger, and freely scale the house larger/smaller at will as well? kind of amused by the idea of setting a normal sized house, then making a much smaller one sit on a tabletop inside of it to let tiny people be in


Will there be an increase in the max giantess size at any point in the future?


File: 1492327108050.png (1.4 MB, 1500x829, drooly_med.png)

Ported my macrofurry OC Aerys to Sizebox. He's a fruit bat :)

GTS file: https://mega.nz/#F!FoMFQAwL!B5n7dHilan9NR7NFhuU0lA

More pictures:


the file link doesn't work. it leads me to the game download, not model


why not add "Mid mouse button=Looking back"?so that you can keep running away and looking at the giant catching up to you at the same time


File: 1492330768053.jpg (55.73 KB, 1280x692, pmx.jpg)

Sorry! Here's the correct download link. https://mega.nz/#!JaISgQJb!efI3V-fF8aAVLZYtLNVcTNhdnB0anpfRwT-GQ783V6s

I had a problem creating the .micro file. When I import the pmx in Unity in the micro folder here is the result. There is no problem doing the .gts. I'm using Unity 5.4.3.


Hi, I've had a problem with giantesses walking through walls when placed inside certain houses and scenarios. This has been the case since the builds of march at least.


Thanks for posting that here instead of in the models thread



In the future, please keep models in the model thread.

Furthermore, is there a nude version? I see one in the pictures, but not in the download.



Is there a nude download? I see one in the pictures, but not here. Also, try to keep it in the models thread.


The current max size is very buggy at the moment. And is very difficult to fix. I won't increase the max size any longer, but you are free to overwrite the max size using scripts if you wish to experiment.


New build, as i get closer to the Stable build.
- I finally fixed the handle problem.
- Also i fixed the micro fear when restarting.
- Some camera changes for the Edit Mode: the game will remember your last camera for your next session. Now, Shift works as normal, and in the First Person Camera mode you change the speed with Z and X.



Sorry for the mistake! The nude version is a morph target.


Is it possible to make scripts that affect different body parts other than breasts like their butts and thighs for example. I wanted to make a script to make changes beyond what custom sliders do in the game now. If not would it be possible to make that a feature later?



This is something I've been attempting but I don't know enough about lua. I have managed it with morphs on the model itself though although its a lot of work to create them in the first place.

However I find some models will never convert to gts with any functional morphs - anyone know why?



A keyboard shortcut to make the giantess grow, shrink and stop would be nice! So as to not have to go into the Edit Mode to see the giantess grow or shrink, and be able to stop it with out having to enter the Edit Mode.



This should be really really easy to to script for someone who knows lua.

To avoid clogging this thread look in http://macrochan.us/v/ I'll post my attempt at implementing shortcuts for you


the link is dead.


I think i will move to mediafire for stable builds. They don't impose download limits, right?


In my humble opinion use both MEGA and Mediafire because more often than not I see dead links on Mediafire.


I could host the builds.


One could get mega downloader, and bypass any limits. This is what I use. It is easy.

Let me know if anyone is interested.


Where do we upload error logs to?


While you downloading builds and hosting them elsewhere isn't a bad thing, the'official' host should be a public domain.


Thanks for fixing the handles! I played around and found another bug: After playing around with posing a gts I came into contact with it and it wigged out. The gts itself moved a bit away, some of the posing got reset and others got worst (head was reset, ankles got all twisted), and I couldn't select it anymore. It's weird and hard to describe. I haven't found a way to consistently reproduce it yet either. I'll try again later and see if I can since that's half the battle with bugs like these.


What do you mean?


Version: 2017-04-18
Bug: When anything is on a growing giantess, they grow as well.


What part was unclear? He should continue to host the game files on a public site of his choosing.


Oh, that is an old bug but it seems it reappeared.



that's a feature, IMO. if you put an object (like the pubic hair object for example) on a giantess, you'd expect it to change size with her.

on the other hand, I understand some people want to be able to stand on a giantess while she's growing without growing with her. so maybe there's some way to toggle that.


It is not a feature, as it was fixed previously.


Question: Is there any kind of support for quadrupedal models at this point in the games development? If not, will there be at some point in the future? Thanks :)


There aren't standarized animations and bone structures for quadrupedals.



i think the next build should have it to where you can jump as a giant


I'd prefer being able to grow to full height as a giant


mid mouse to look back?


New test build.

I wanted to start by fixing the multiplayer, so two things for now:
- The scale now syncs properly, even when new players join, the rest of the players must be on the correct scale.
- New players now can joing when one player is playing as a giantess.
For scripting:
- Now you can use dofile(), and i think that require(). Why do you use it? to load a second lua file, suppose that you have multiple scripts and some code must be shared, you can create a new script that is a library of functions.. put all the functions there, and then, in your other files.. do a dofile("scriptname.lua"), it will run the code, creating all the functions, that now you can use in your current script. using dofile() the script will be called as if it where a function. you can find more information in a lua manual. these scripts must be in the lua/ subfolder.
- the entities have new functions: isPlayer(), isHumanoid(), isMicro() and isGiantess()

about multiplayer, for this month, the goal will be to have the spawning system working. and by that mean that all clients should be able to spawn and modify objects, and should be visible for the rest of the players. each player will have authority over their own objects.


In what folder do I need to put audio files in?


What happened to the download link? I'd like to be able to get it


would we, as the community, wanna throw together a thread or something similar that has a list of LAN ports and a how to for people to connect and play with each other?



>Script links based on if-then statements
>Morph Presets
>AI-Driven giantesses
>Attaching scripts to objects
>Objects spawning micro's and other objects driven by AI and scripts.

I was just about to say something about loading scripts based on if-then functions.

But what if you could also attach scripts to objects (the generated cities, for example), cue preset morphs by calling them in a script, and spawn micro's via script?

I'd think the generated cities would be able to spawn in other objects with their own AI (vehicles, for the most part), along with micro's visiting nearby structures.

In the realm of idealism, however, I think that's monumental for one of the ultimate goals to progress.

I wonder if anyone's ported over airports… how did you get the engine to spawn generated cities in a radius, by the way?

I'm thinking that the city generation script could be used as a base for residential, rural, suburban, urban, and general facilities and transportation.

Second thing, I was thinking of a way to link a looping script that could dynamically change a giantess' behavior.

I'm basically saying that this script could use the morph presets in the future by using the various ways to grow
(vampiric growth, growth stomping, etc.), and attaching random emotional responses to either successfully or failing to hit a target, with animations also being called.

Animation calls and growth scripts are already implemented, morph presets are all that's needed for an AI-driven giantess.



I forgot.
>Long-term goal(s).


Do you think it is possible to create a tool for converting models from SFM to GT and MICRO files? It would save a huge headache and expand the number of models we have access to.


I have more improvements for multiplayer:

- Clients can now spawn Giantess and Objects
- Clients can manipulate their own objects (translation, rotation, scale)
- Clients can now run scripts, and run behavior for their characters (only animation and transform is sync, animations using ik are not in sync yet, and targetting other players has not been implement yet), poses are not supported yet.
- Clients can drive their vehicles.


Spawning by code i will add that soon, also attaching scripts to entities. The problem i need is how to communicate them, to call a method from one, the same way i can do in Unity.

The city system i programmed it myself, some math, some noise, some raycast, and some building prefabs, and then i build everything on the go.

If you want to see is this https://pastebin.com/bjFDF5fi

Improving the cities is my next goal. It will be nice to make it more customizable and extensible. I should make a list with all suggestion for cities to improve the system to allow the creation and simulation of more fun cities.

Morphs scripting is already in the list for the next release.



Hmmm, a suggestion for the city builder script, instead of having it scale normally (super large buildings when spawned in), why not have the math, raycast, and noise expand outwards using the scale slider?

You could essentially decrease the amount of generated city spam and instead have it generate in one giant cylinder, all at the same scale.

In addition to that… you kind of need to check for water level when generating the city.
I mean, I don't mind water-logged buildings in the middle of a lake, but one would think there would be bridges crossing it or have roads going around the lake.

Of course, I think there could be a time where you could generate cities underwater as a separate object, and have it generate to avoid any beaches.

Just some two-cents thrown in.



Looking through the script some more, I can see that suggestion as being more of a problem when you have prefabs that can only scale in size.
Granted, my knowledge of programming in C# isn't as grand as your general programmer and the fact that I assume a lot.


So im kind of crap at getting terminal to do what i want. i downloaded the game and have been trying to get it to work via the instructions left in the folders but everytime i try it tells me my directory is incorrect or dosnt exist. I have been typing:cd/users/[my name]/desktop/sizebox\mac\ 2017-04-18/sizebox/sizebox.app chmod755/contents/macos/sizebox


It's not important in the slightest but is there any chance you could add an options in the settings to switch between metric and imperial?


Cities have not changed very much lately other than new buildings or different city layouts.

I want to create a list of wanted features for cities. This is more of a long-term plan, so think what do you like to see in the cities, i need that information to start creating city systems for different kind of things, having all the information of all the features i will add will let me see what direction i will need to take.


city ideas?

-maybe adjust the distribution of buildings based on how much an area is sloping? more tall buildings if the area is flat, more small houses if the area's sloped

-if generated in a mostly flat area, a "city center" section where it generates a flat ground area between the roads

-speaking of roads, maybe have the roads have sloped edges

-in the future, when more object interaction is added, maybe some of the taller buildings could have a warp function between the doors and the roof, so that "curious" micros might go to a rooftop to get a better view, and so that players wanting immersion could get on/off a rooftop without suddenly becoming superman/spiderman :P


Theres no \ on mac only /



A checklist of buildings:
>Public services:
police, fire, hospitals, transportation (buses, trains, seaports, airports), water/sewage services (water treatment, water pumps, drainage pipes, desalination plants)

>Private properties:

plantation houses, mansions, farms

Though, granted, that's pretty standard of any city.
I'm sure there are models floating around that have already been converted to *.objects, but haven't been incorporated into the city.

On that note, I suggest a modification to the script wherein it'll not only have a chance to spawn, but will only spawn within a set distance between each other, so as to not over saturate the city with public and private services.

Only thing to do with the *.objects is to add destruction data to them, as they already pretty much have collision down.

>Now… I'm also going to suggest that the space stage be merged with the island stages… one idea I have is that once you have a giantess outgrow an island, one might think you could do an automatic map swap from the island stage to the space stage.

>This not only allows the camera to re-focus, but can also allow for greater heights… focusing on a giantess' size.
>You could also do this with a solar system map, galactic map, and/or universal map.

But, that's for another time, I feel. We've amassed quite a number of building models that could pass for generating in a cityscape.


So, how would you guys script something to grow a certain amount, play an animation, then grow another amount, play an animation…

Bonus points if you can play another animation DURING the growth.



To me the most critical thing is scaling the cities to be what you need them to be.

When you've got a 20 meter lady walking around the current higher-res mmd city is fine, as its more than enough space for whatever romp you want to have.

But when she's 3km tall she can't really walk through something like a proper city without lowering the fps down into the 20s.

Then again at truly massive sizes it'd be infeasible to populate the default island with cities without a really high-powered rig.

And of course all of this is before adding tiny npcs, who of course are limited to a few dozen at the moment before choking performance.

I'd recommend either making two levels of detail for cities or having the game load in lower detail distance pov models past a certain distance.

Can make very low-res textures for the existing buildings and prune out higher poly houses from the distance pov to really let you fill in an environment for higher scale stuff.

Same goes for NPCS- maybe add a generic 'very tiny' model or even animated sprite to let larger scale giants mess with large crowds.

This would work well into the military stuff you wanted to do since low-res soldiers, planes, tanks, and ships would look very RTS-y and appropriate as you got larger without taxing hardware too much.

I'd focus on making the cities and generic npcs more flexible for high performance and different scales.



But of course I'm mostly in it for mega to giga stuff, so I'll vouch for the larger scale, lower detail any day.


Are you considering introducing vibration function?


Add the military base that spawns jets and whatever. I'd be real fun when you play as spawned giantess.

Not sure if that's related to the city though. Maybe some auto spawning commuters?


When I play as a giantess i can only grow to 1,60 km! Is there a way too grow more like the mac size for giantess? :)


aiiko, I think you should do something to make micros more visible at least when playing as giantess, or just in general, maybe some kind of highlight hotkey or something?


Ni, that is the current cap for player giantess.


Is anyone else getting a weird bug where micros fall through the ground? It happens if I place a giantess or a city (haven't tested anything else) before the micros.

Any micros I place before those two act normally, and don't drop through the ground even after placing several cities/giantesses. But any micro spawned afterward vanish into the ground, never to be seen again.


You can increase the size cap with this lua script though:

player.maxSize = 1000000


…is that it? Where do you put it? Just the lua folder?


Okay, it's not placing objects, it's just opening the tab menu. Even if you just close it right away without placing or doing anything, micros placed with O and P afterward will fall through the ground.


Just a quick list of things I would like to see alot of these have been touched on already.
- Suburban houses (or a more flat city variant)
- schools
- military bases with planes and tanks (with a pursuit or flee ai)
- airport
- sports stadium

- screaming or combat sounds when giantess is near or when engaging with micros (may need a checkbox)
- vehicles and micros stick to a giantess (may need a checkbox)


is there a way to change the walking sounds with the new update?
i'd like to add custom sounds


File: 1493001261218.png (511.83 KB, 720x1152, C9oJP5TUwAA9LV8.png)

Depth of Field should be a slider similar to Sky Haze.

Also, I'd really like an option to have animations start playing once I leave the TAB menu. It's pretty frustrating to select "Run" on a giantess and then watch her run away as I'm trying to set other things up or even leave the menu.


Or add stomping sounds to other animations


Test Build: https://mega.nz/#!Mg9TSaBR!pWi-_8nP2wI366eDTNvwH9ffKzLCggTh3iwcZsRDxgw
- Micros now can spawn in multiplayer
- Bone colliders for giantess are generated at runtime, now you can update the morphs just like in poses, and if a mesh is invisible no collider will be generated for it.


What about a Pause option?


That would be fine too, bro.


How does multiplayer work? What button am I supposed to click to enter the place where other people are?


airport with planes on the runway, train station, train track with running trains, port with ships.
and planes fly in the sky would be cool too


A friend of mine had some feedback/wants for the game, obviously these aren't necessary demands or anything but I'm just posting it here on request, if some of the ideas help for the future.

"Here's a list of specific actions I'd like:
-being able to point a finger at things, poke, and fire a finger laser
-being able to point a hand at things, grab them, drop them and squeeze them
-being able to kneel, sit, lie on my front and lie on my back, with appropriate collision detection, and being able to combine these with the above two actions
-being able to precisely aim a step and control speed and pressure
-being able to alter the default giantess camera's angle further, to get any angle and to zoom in, and to be able to zoom in as the first person giantess camera
-being able to highlight micros
-poses and facial expressions syncing in general"



Haha, oh no big deal then.
While you're at it, let's add the ability for the humidity emanating from a giantess' groin to frizz the player's hair.


They were just idle suggestions/wishlist, not a demand list. I know they aren't all actually feasible.

nice sarcasm. such wit. wow



What you just described might actually be easier than anything he asked for lol.


An actually reasonable request I've been thinking about is a hotkey that turns off collision for the player, a noclip mode basically. That would be quite helpful, and hopefully not too hard to implement.


well, I still want mid-mouse key to look back



I'm also moving to the new board /v/, I hope we can let the people of /cg/ have peace again.



@ aiiko how would the friendly giantess work for behaviour


File: 1493611513317.png (1.05 MB, 1366x768, 2017-04-30.png)

i notice a bug in this build. can ya fix it

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