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PNGTuber Plus

Get more out of your png tubing experience. · By kaiakairos

Feature suggestions

A topic by Haru Mizuki created Mar 03, 2024 Views: 215
Viewing posts 1 to 1

Hello!

I'm going to be swapping to PNGTuber Plus for my upcoming new PNG debut so I've been taking a look at the software. There were a few features I ran into that I've been thinking "darn, I wish I could do this".

My first two suggestions are related, but purely for organization's sake. I'd love if there were a way in editor view to rearrange sprites! I would also be very happy if there were a folder view as well, for ease of enabling/disabling various sprites across different costumes. These could be features that need to be manually toggled on that are displayed separately from the parenting/linked tree, so that new users aren't confused or overwhelmed as to why there are two separate views for the same sprites. Being able to collapse these for ease of use during workflow would be a lifesaver, say you finish working on all of your eye sprites in a particular costume, you could collapse and hide them until you need to work with them again!

Another handy feature would be the ability to select multiple sprites at once and apply changes to all selected sprites at once. This would be a handy feature for use cases such as selecting all of your open eyes or mouths at once to change their open/close states at once instead of one by one, or to disable all but one of your expressions in a particular costume. This could be very useful for a quicker workflow in combination with the previous folder feature, allowing you to disable all of one folder at a time per costume until you want to manually toggle one back on.

The fourth feature, I tried a couple of workarounds for but couldn't get a decent looking results for. The ability to set movement parameters per costume would be crazy useful. My use case for this were my tail and ears, I tried adding a copy of all three (both ears and tail) sprites into the editor and changing the parameters on the second copy, which sort of worked but worked less well for my tail since it was a larger sprite. It looked a bit off because swapping between outfits would disable tail 1 and enable tail 2 and they would likely be in very different positions. Having an integrated workflow for changing the movement between outfits would save a lot of time and I think to account for the difference in positions between the two costumes, there could be a toggle for returning the sprite to the origin point before transitioning to the second costume's movement parameters, moving to the origin using the amplitude/rotational drag setting from the costume being swapped off of.

I apologize for how wordy this is! I tried to strike a good balance between fully explaining the situation and my use case while trying to stay concise. Thank you so much for your time and overall I really love the program so far, it's super handy and easy to work with!