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Eeveeleen

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A member registered Nov 08, 2018 · View creator page →

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Another thought occurred to me about the "look at cursor" values. As I am working on a fairly small pixel art character the values are very very small. To the point that in order to have more fine control over exactly what values I was getting I was having to manually resize the honk window itself to get the slider to give me different values. This is one of the problems that would be solved with manual value entry as suggested in my previous post, but perhaps it could be solved by making the sliders change in relation to the largest component on the canvas?

Otherwise maybe the nature of the slider variable could be changed. I'm unsure exactly what the variable is supposed to be at the moment, but perhaps it could be changed that the value represents the maximum number of pixels moved at the extremes of the motion. This would bee a very intuitive way to represent the value and would make it very easy for people to "draft" the motion of certain elements inside the apps they use to draw their assets. The variable being representative of pixels would mean that people could take values directly from their drawing apps and copy them across into honk.

Finally, in regards to the oval settings, it would be nice to have a unified oval option that lets you input 2 different values for x and y, giving some freedom for characters with different eye shapes among other things, a similar equivalent for box tracking too maybe? Rectangle? And to put the cherry on top of that, an even more robust solution would be for both of those options to have 4 values, one for each of the 4 directions  +x -x +y -y, this would give way to emulating a more "spherical" rotation, allowing both more extreme rotations as well as the ability to rig characters with plenty f tracking motion at extreme angles. Imagine (albeit this is a bit of a comical hypothetical) a character drawn facing directly to one side and being able to rig their iris to still roughly emulate where the eye would be facing while taking into account the perspective from the curvature of the eye.

Once again I've had alot to say but it's just my nature to never give suggestions that I cant think of potential solutions myself. I understand your vision for the app is probably a touch more simplistic than what I would like to get out of it and that's totally fine, I tried to give suggestions that could still be achieved in simple/intuitive ways. Once again this app is incredible and the 3.0 update has come with a bunch of wonderful features, you have done a very good job.

I definitely second this, some form of canvas panning would be very useful. In the meantime you can use filters in obs to crop to isolated parts of the window, hope this helps!

In regards to the bg colors, it would be nice to have a custom rgb/hex option for people who dont want to key out the bg and are cool with having a solid color there.
For the gif support I might recommend that they are somehow synced to the same timing even when not visible as in in another emote or mouth shape. In other apps I have used gif files to have blinks with multiple frames/my own custom timings and to syncronise them I made sure every asset that had the eyes in it were the exact same duration and then when they changed between gifs they would always be at the same stage of a blink, so I think having them keep track of frames in the background is important.

This is absolutely wonderful news. And might I additionally suggest that if your goal is simplicity that you maybe implement an "advanced mode"? So something that you toggle on in settings and it expands the capabilities of the editor. A place to put features you think are a bit too much for the base product but have enough people requesting them to justify implementation.
I'm sure people will appreciate having the option to get more complex with their rigs and that way it leaves the door open to people who want both a simple experience and a complex one.

(1 edit)

Edit: (In hindsight it felt a little rough jumping straight into all the things I think this app lacks, this app is very well made and while I have had to work around some things, it is the most featureful "pngtuber" app I have encountered so far)

The layers as they exist rn are serviceable, but it would be nice to either have a higher layer count or otherwise a more limitless system. I've made a character that uses lots of layers to express depth in motion and 5 is a little restricting with all elements in consideration.

Additionally a more dynamic solution could give way to layer groups, which would be a nice way of showing/hiding larger components of the character that are comprised  of many smaller parts.

Playing off that, some means of showing/hiding layers would be very nice, at least in the editor, maybe the sort of thing that it disappears when you click out of the window and the program enters the "preview"/"live" mode so all layers are visible again?

And the last suggestion I have, the look at cursor values should be able to be put into the negatives and also able to be input manually. The character I am working on right now is a low res pixel art style character so maybe it wouldnt be such a noticeable issue for normal characters, but I was having alot of trouble getting the numbers to be the exact values I wanted them to be to achieve the depth I was looking for. 

As for negatives, it's pretty simple in concept, you want the body to be the "center" of the depth and not moving with the eyes? but you have an element you want to move behind the character relative to the view? Like maybe a halo or wings or something? give it a negative value and it will follow the cursor inversely, in my case I just want this to have the hair behind the head move around a bit.

This is definitely alot of suggestions but I see the app hasnt been updated in a while and I'm not sure where to go for update news so above all I hope that such a nice tool hasnt been abandoned. Cheers!