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Scootles

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A member registered Nov 23, 2018

Recent community posts

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this update uses way more CPU (1~3% to 25~35%) for me than the older version i was using (1.3c)

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I made a couple of models in 1.3 which used the rotation Y for breathing or bounce movements, it seems that they got changed in 1.4 (1.4.1/1.4.2) & these models don't look right now (breath cycle is slower than it used to be, bounce rotation "rotational drag" goes way out of the intended range)

(as an additional note, the "Bounce" on these models was set at 100)

idk if this would help much but for anyone else reading, maybe setting the frame rate to 30 will cause it to use less resources & thus glitch out less often

it is part of vtube studio itself

click settings gear -> gear tab -> scroll to bottom -> twitch settings, connect twitch account -> click config -> enable "Twitch Emote Dropper"

it seems that TITS resolutions/positioning is based on main monitor? would be nice if there was a way to make it independent of that. 

i have my main monitor (out of 3) set up with an HDMI switch to toggle between pc graphics card and console, if i switch to the console then it messes up the TITS positioning

(if restarting it can no longer be put in 1920x1080 res, the new "main" monitor after switching is a 1440x900 res but there is still another 3rd monitor at 1920x1080 which it could be in)

emotes dropping onto people is a feature of vtube studio twitch integration, not T.I.T.S.

i got so many models though and every time i make a new one i have to adjust again (it also happens to scale the size of items with the zoom of VTS, independently of the outline scaling !!)

Is there a way to not have T.I.T.S. move the positioning of the outline around when moving the X/Y/Z of Vtube Studio models around? 

I usually reposition models in Vtube Studio so that they take up about the same space on the same position on screen, and not every one of them requires the same amount of zoom or movement so I have to reposition each one manually (I use a few different live2d models occasionally), defeating the purpose of using the "scene" positioning to keep things consistent. 

I could turn off the Vtube Studio integration to get around this, but then my model won't go bonky.

this is pretty poggies if i do say so myself

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I enjoyed it (and the other ones) quite a bit.  Spent a good two or three days combing over it all.  Really liked the characters (although I will refuse to talk to Gregg after [redacted]).

I don't usually do visual novels, so I wasn't expecting to like it so much; happy surprise I guess.

Hey! Have you considered adding Sulphur Nimbus to the Bundle for Racial Justice and Equality? (https://itch.io/b/520/bundle-for-racial-justice-and-equality)

(There's a day and a few hours left as of this posting, new games get added retroactively)

It'll get more people to hear about it and you could join in the cool dudes doing a cool thing ^_^

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Hello, I heard this game got a new version so I decided to try it out and had a good time.  Liked most of the changes and some of the ones I didn't like were small enough to not bother me much.

One thing that stood out particularly to me though was with Doomball; the timer seems to be faster than it was before?  This makes doomball 3 in particular very difficult to beat without playing quickly/riskily.  This would probably be a roadblock for most players so it would be nice to see it fixed.