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WrenCookie

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A member registered Jan 15, 2024

Recent community posts

This is a bug with Godot that may or may not ever be fixed. A friend of mine was experiencing this before and found a solution that worked for them so maybe it'll work for you as well? Mic Delay Issue - PNGTuber Plus community - itch.io

Try turning off Texture Filtering. It seems to not like certain PNGs. 

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So, I actually do use CSP for the file, but in its psd format specifically. I send the psd file to Krita to save as a PNG since it has a script that can save each layer as a separate PNG automatically. This was very necessary for me as my model is approaching 100 layers/sprites in size. 

I'll give this a check next time I work on tweaking my model! 

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The number of sprites in this model shouldn't be too much of an issue so long as the user has got a decent CPU. My model is approaching 100 sprites, for context. 

Couple more questions then:

  1. Does this only happen while OBS is open? Does it matter if OBS is broadcasting or not? Broadcasting software does a lot of encoding to make it possible to transmit data, and this is a CPU intensive process. It is possible to lower your OBS's need for processing power by lowering the output resolution and fps, but of course this cones at the detriment of quality. 
  2. What version of PNGTuber Plus are you running on? The newest version has a lot of optimizations that allow the app to run more efficiently. 
  3. If you're on the newest version, what is your FPS limit set to in the app? Turning it down will make the app run more smoothly and use less processing power. A note tho that adjustments will probably have to be made to the entire model's rigging as much of the physics seems to be tied to the framerate. 

This just... happens. I'm not sure the cause of it, but I think its from FPS irregularities in PNGTuber Plus from your PC divying up resources between the app and the game you're running. Less graphically resource intensive games tends to have less chance of making the model explode and going - as my chat likes to call it - biblically accurate. 

The dev has implied that he might have a fix over twitter, I think, so maybe we'll see a fix soon! 

How many sprites is your friend using in their model? I have a frankly disturbing amount of sprites in my model and the larger the number the more CPU I notice the app needs to run ohysics on everything. 

So, I experienced the same problem and ended up just rebuilding the model from scratch to solve the issue. 

I didn't even try to salvage my original. project because I was already planning on rebuilding the model for other reasons, but a lot of the rotational issues seem to be from linked parts specifically causing rotational drag to be a lot stronger than anticipated down the chain of links. Overall adjust the amount of rotational drag and make use of the rotation limits if you don't want to have to rebuild the model from scratch. 

The breathing speed difference is possibly due to FPS: It seems that the frequency is tied to framerate for whatever reason. Try adjusting that to get the same speed as before, or adjusting the frequency. 

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So, I'm not sure if it's an issue with my hardware, or if it's an issue with the filtering algorithm, but I noticed that when I have Texture Filtering turned on, there is an issue where edges of sprites are very slightly outlined.

I'm noticing a "double bounce" that can happen sometimes when the mic activates quickly multiple times in this version. It makes everything bounce a second time mid-bounce, causing some things to bounce further than intended and requiring hard limits on rotations to prevent parts from flipping out.

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I'm finding it might have been related to a few issues pertaining to bounce force and gravity being different from when it was originally rigged, as well as the fact the model was just plain LARGE (massive resolution that had to be zoomed out to fit right) which was causing some performance issues when all combined.

I'm not sure what the cause might be, but upgrading from 1.3 to 1.4.1 causes certain parts of my model to freak out. It looks like its trying to be pulled in many different directions at once, causing it to distort and spin wildly. When settled, those parts are twitching constantly.

It seems to specifically be parts several links down a chain of links and that all have the same origin point: For example, I have a ribbon that freaks out that's tied to the base of the tail on my model with three parts that all have the same origin point. A similar ribbon tied to the end of her braid does the same thing.