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LadyAliceR18
LadyAliceR18

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Alpha v6.0 Test Update

Change log: https://pastebin.com/hqr4FaRh

Please do not feel compelled to donate for access to the test update. The public update will release in two weeks time. That update will be free of bugs and issues.

https://drive.google.com/file/d/1TP_EKhsPnAOoVDzszXfVDHV-KenTXt_p/view?usp=sharing

Let me know if the game run much better for all of you. And also let me know of any bugs.

Some destruction effects were worsened in order to finish the update in time. I'll see what I can do to readd/improve them for the public update.

Alpha v6.0 Test Update

Comments

For your bug with the shrink house, do you remember stepping out of the house? Was she grabbing the orb while you were doing the event? I checked the code again, and I can't find anything in particular that could what happened to you.

TH Stan

Thank you for the bug report. We'll look into it

TH Stan

Very minor issue, but when the giantess gets to very large sizes, you can sometimes see under the castle walls with the generated terrain. https://drive.google.com/file/d/1iZOUQecgVV3XAm1oabd_vq1Aq5X1sSkl/view?usp=sharing I had another instance where I was able to see her shoes through this way but didn't get a screenshot in time. EDIT: A couple more examples of seams https://drive.google.com/file/d/1rDW_fu575sxwAb2PcpvNRFTDp1TP6SSk/view?usp=sharing https://drive.google.com/file/d/1FNoXLjyXeIJjHWkx-_98UKZU49vlHino/view?usp=sharing https://drive.google.com/file/d/1C1qQJT9hQ1FnD8xmmUPLMif7dKfqJDoA/view?usp=sharing I also encountered a softlock, albeit one that might be difficult to reproduce intentionally. The last crucible is completed and the giantess goes to pick it up, but the player dies *due to her pickup animation* and meets the requirements to revive. In this scenario, the giantess will restart the process of going to the crucible, but the animation never replays once she reaches it as the ball of energy has despawned. https://drive.google.com/file/d/1rQeETL2C31w10b9PEgE70ryeAccgKFrv/view?usp=sharing https://drive.google.com/file/d/1P3dB9QqzcbzMupkd9KEkT1qfKvgQCf8i/view?usp=sharing https://drive.google.com/file/d/121ygGaDzR3YfCi4KAu6HOq9cXMpxKccN/view?usp=sharing

Geledi

you really aced the performance, those benchmarks were not lying. now i can play the game and its smooth 95% of the time, it got rather unplayable before. i sit around 144 FPS most of the time when before it varied a lot, hovering around 100. last update her steps would tax around 30-60 FPS in the village with little destruction, they even dropped it by 30-40 when in the lobby. Now they hit around 10-20 when little destruction was happening, then around 30-40 under average loads but my frame buffer is much larger now so its much less noticeable. Foot steps are much better, house gen barely scratches my frame rate too, the only intensive thing that seems to spike my frames the most is the destruction. When she starts getting larger naturally, she is able to destroy more and when im looking down a large courtyard area and she crushes a bunch of houses it can cause a large dip. I think the render culling is working because i dont think that ever happened when i hear her stomping from inside a house. Only large amounts of visible destruction is when i see my frames go below 100, although it is uncommon when that happens and its still playable. i played a good few matches and I think only once or twice my frames dipped below 60 when a bunch of stuff was happening at the same time. Overall, still a big improvement. My rig is getting older so its kinda middle of the road power wise (Ryzen 5 CPU, RTX 2060 Super GPU), i also have the fog/detail on low, and the shadows on medium, but this performance is pretty good for me. The time you took to optimize the game really payed off its much more enjoyable now thank you. For the bugs: was mostly fine though there were a few that you would expect from changing the terrain as such. there were a few times that i could see the split edge between tiles and peer through the ground. once i saw a weird crease that formed a triangle that also ran across the edge of two tiles and cut into a house. Once I was flung by a foot step onto the top of the castle walls, specifically in the mid section, i was able to jump down. I had quite a few times where the doorway in the castle wall corner was open and i could see inside but not enter. Finally, for the biggest one imo, after a shrink house completion (i think when i did it fast) she would immediately step down on the house. she didn't do the slow stomp animation, It felt like as soon as she got there she was stepping and it got me crushed. If you want any seeds or pics of any of these let me know and ill send them through another means. one last thing, i REALLY really like the new Pokkuri shoe sounds. The sound changing like it does as she gets bigger and as she gets closer is brilliant, it really makes you feel how big and powerful she is growing. Its awesome hearing her foot steps in the lobby go from a "small plunk" to the pounding of giant pieces of hardwood as she grows. It sounds so realistic and immersive, I love it. It really got me on board with adding new foot step sounds, the old ones served their purpose but could be better. It would be amazing If you could add sounds for barefoot and socked options that would have a "pat/slap" sound of the foot hitting the ground then have it grow into big booming footsteps smacking into the earth. I imagine the sock could sound the same as the foot or be muffled slightly. If you add one more for shoes with rubber soles that could have the sound of the rubber treads pressing and scraping against the dirt and rocks you could have a well rounded pool of sounds for most footwear options. The one concern i have is how much bass in on the pokkuri steps right now. I actually really love how big and boomy they get but i feel like it might grate on my ears after a while. I think adding an audio slider for the foot step volume and/or bass would be a good idea, then the user could adjust how big of an impact the footsteps have compared to other sounds to their liking. Super glad the performance update was such a success, and sorry for the wall of text again.

Catty

I keep getting stuck on the terrain or stairs like there's an invisible wall and can't move or slows me down like crazy. Even the unstuck button didn't work. I have to use teleporter to unstuck.

Flandre Scarlet

4000M is the limit?

Flandre Scarlet

I do not have access to the videos. Also ty for finding the statue bug. It happened to someone else but we couldn't get the seed

TH Stan

Two visual bugs I came across: 1. When a tanuki is returned to a crucible, their legs and laughter effect still linger right where they disappear. https://drive.google.com/file/d/1XLfKCjuQId7Qa0HdAZUMeSi9nUgRkMH_/view?usp=sharing 2. I have come across a statue that managed to spawn underground somehow. https://drive.google.com/file/d/1nLoM76cxUUaNwZyjkx4xykmgaxet0kwu/view?usp=sharing

Geledi

We looking to split up difficulty into dodge and damage. For example, the geta shoes are easier to dodge due to their smaller area of effect, but their damage is increased to compensate.

TH Stan

Thanks for the report, I was supposed to delay the destruction no matter how big she is so sounds don't overlap, and to spread out the performance hits. I assume at really high sizes, the "shockwave" moves so fast that so many houses just get destroyed immediately anyway. I was also supposed to transition the terrain deformation for terrains near the player, to decrease the chance of going underneath the map and for the coolness factor. With the new performance upgrades, I can easily deform the terrain every frame and not be as afraid.

TH Stan

That's an interesting idea. She only targets tiles near the player, but I could give her a chance to target a tile with a ton of houses.

TH Stan

That's the shadow distance being too low. You need to increase your shadow distance to 400 for the error to go away for this test build. I messed up how the shadow distance works, this will be fixed for the public update.

TH Stan

There is a weird shader bug going on with the player's proximity to certain materials. This bug is in effect regardless of adjusting shadow distance. (link to footage) https://drive.google.com/file/d/1TRIYGYByhtvxfzt8Kt85FqrsgPYPXN3G/view?usp=sharing I am running a Windows 10 Desktop with a 980ti. This issue is not present in the previous version of the game and remains persistent after restarting the game.

NorthPolar

This update regarding the shoe system and performance optimization is great—I no longer have to constantly restart the game to find the outfit I like. By the way when will you add an option to stop her from tracking players and make her target more groups of houses instead? Sometimes I just want to watch aside safely.

Bread Boy

I have an RTX 3070 Ti and my high-end was around 160fps. Even when she was destroying a whole block of buildings at 800ish would average down to about 120 and only sometimes dip down to 100fps. When she was at the end at about 3,500, her steps alone would have my fps drop down to only 90-95ish. I never had any of the FPS spikes I had before so definitely a lot improved and if not for the FPS meter I wouldn't have been able to tell it dipped! I did notice when she was REALLY big, some of the high pitched sounds like glass breaking or the shields would have a bit of an audio scratch or messy sound to it. Probably caused from how many noises she's generating at once but I'm not sure. The only other bug was while she was 3,500 meters tall, I was caught wedged in destroyed terrain areas and her next stomp caused me to go beneath the map unto the floor beneath. But this is me REALLY trying to push her limits beyond probably "normal" play.

Shortcircuit

The performance improvements are very noticeable. I wasn't keeping exact tabs on the frame rate for everything, but even on max settings I am getting 160 frames average (RTX 4090). It's about what I got on 5.1, but there was much more variance if I was looking at the giantess or not. There are also no drops when she gets to very big sizes or makes any attacks as well. I don't have much else to add except that I would also appreciate if the difficulty settings for the footwear were explained in more detail once the public release drops.

Geledi

That's what I forgot to mention in my planned additions for the public update. I forget to mention that I'll add a window to tune the gts mechanics/behaviors closer to your desires. Part of that is reducing/removing her shrink on your death (though she will still comment). Btw, what is the performance increase for your laptop?

TH Stan

Would be nice having 2 other "cheats". Dont make her shrink when she kills you or that you cant get killed. I know sounds kinda against the system, but sometimes its just triggering. you respawn, she tells you that you need to watch out and then 2 seconds later she steps again on you ^^" . I know that the game should be not that easy, but for newers its more frustrating then anything else. But the rest of the game, really good idea and also good performance on my laptop compaired to 0.5.1. Good job

Inazumanotenshi

Ill look into that. First time I've heard of that.

TH Stan

When I download the folder it's getting deleted for malware detection. The script Wacapew.A!ml seems to be triggering it. When I look that up it says it's a script that allows users without Python installed to run Python stuff.

SuperFreq


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