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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
- 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.
>>6431>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?
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I just check at the name of the bones. How are named the breasts inside the model?
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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.
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.
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THERE CAN BE ONLY BEWWWWBS
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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!
Found a couple of footprint models:http://www.mediafire.com/file/zfz8bik4954jftm/footprint.rarhttp://sdrv.ms/1ianCgg
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. >>6454
Mother of God! They're staring in to my SOUL!
Also Aiiko thanks as always!
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!
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.
Awesome update Aiiko
How do you make the player auto grow/shrink?
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aiiko, I tried to import the Importer but something in the pic seemed go wrong and the pmd file is unrecognizable.
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.
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Not aiiko, but make sure you're using the right version of Unity and the Importer.
in the other thread
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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.
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.
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 :)
I just disable them because they were lowering my framerate. A quick shortcut for shadows is F3.>>6546
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.
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.>>6559
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…
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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.
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And here's a comparison screenshot in the old build, same size and scenario, no clipping.
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.
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)
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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.
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.
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.
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.
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.
well, your priorities are perfectly aligned with mine, so I am very excited to see where this game goes in 2017 :D>>6583
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.
>>6590>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.
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Well, she made quick work of that..
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.
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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!
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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.
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.
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.
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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,for one, would really love to see a planetary/solar system scale map to play around with.
Playing with planets would be amazing.
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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. >>6654
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. >>6658
Thank you, that link works.
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.https://twitter.com/NAndeyanenGTS/status/782944019777073153
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."
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Some of these are a bit questionable looking…
And I'm probably not going to go through the effort of fixing them right now.
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Here are all the non-broken poses in the main folder, converted to single frame motion data.https://mega.nz/#!AlwmhIqL!EwE-fCb6fyAcLt63Bq_3OlsU9A_eLLmgwB4Z6q1r4Bo
Let me know if there are any issues, Aiiko.
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
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.
What kind of grafical settings and graphical effects would you like in the game? I'm redesigning the settings menu.>>6685
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?
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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
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And the two normal growths shown here.
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
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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.
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.>>6724
I can do a trick to increase the zoom speed the farther it is from the player.
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Forgot the screenshot.
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.
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A cloud layer would actually make for a nice effect. Not really the same as the "fog" idea since its high in the sky.
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:https://github.com/thestonefox/VRTK
He has a series of Youtube videos on how to implement them into Unity:https://www.youtube.com/user/thestonefox/videos
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.
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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.
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.
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. >>6755
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.
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.
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..
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
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.
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.
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.
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!
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>stomping makes girls ugly.
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'll hint some.
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
Big & Small Simulator
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)
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It's got my vote, too.
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this isn't that much of a stretch
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.
or maybe, y'know, I could just set the graphics to something other than fastest.
thanks, that was dumb of me.
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.
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?
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.
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
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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. >>7012
I might upload a quick fix tomorrow with the proper timing.
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.
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
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
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>>7052
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.
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.
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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.
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.
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I would need to improve the way i created the colliders at runtime checking for different materials, i will see.>>7103
Right now what i can do is use a stereo mode, i will see if it can be done.
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).
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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.
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/https://steamcommunity.com/app/358720/discussions/0/350532536102645825/#c353915953249034007
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.https://mega.nz/#!MolGGYLR!_fxwzwWraDMHgXN0b7rvHE3qIOmJG8vFZGgTD62SNP8
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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/
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 headsetshttps://mega.nz/#!EtsBzLjI!_WkDUDhtqdaQNq2bLTqniMXOhvN42NHP7iy2tgA7pss
In VR mode the camera should move and not be in a static position. If you notice more problems please tell me.
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.
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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.
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.
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.
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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.
the instructions are here, if they haven't been added to the importer instructions yet: http://macrochan.us/cg/res/4227.html#5258
"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."
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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
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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:https://discord.gg/8JQcPdY
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.>>7221
The haze looks great, will this feature be used for underwater as well? Imagine a leviathan form emerging from the murky depths..
Could you post the model in this image?
I don't see it anywhere else
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].
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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.
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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…?
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…
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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).
Dark skinned: 1,600 km
Blond: 13.39 km
Platinum: 276.47 m
The bugged method is… Quite fast…>>7260
You have me curious, SP… Now I must investigate.
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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.
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
It can be confusing to the users that don't understand the scientific notation>>7290
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.>>7298
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.
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.
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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: https://mega.nz/#F!FoMFQAwL!B5n7dHilan9NR7NFhuU0lA
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.
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found this weird bug with ambient occlusion in this update. Worked fine before
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
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.
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
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.
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.
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.