[GAME] Giant's Sandbox Alpha 0.1.4 + VR support
Recently there have been reports of it crashing for people for some reason. If that's the case, try using the 32-Bit version instead. It's in download links below.
Video: https://1drv.ms/v/s!AiGxo1FUTWSXmU0.....loUVy?e=49VnQs
Play as a giant or as a tiny amongst giants and enjoy several ways of interactions on multiple maps. Also included is the Endless Rampage minigame, where you can watch endless destruction while a giant walks through a city, flattening everything that gets caught underfoot.
This is an alpha version, so expect a lot of bugs.
ATTENTION: The game now comes with a launcher, that lets you choose between starting it with or without VR functionality. Additionally, you can choose to use an older API (DirectX 10, OpenGL 3) to eventually get the game to run on older hardware.
Consider supporting me and this project on Patreon: https://www.patreon.com/evilsprite
Check the included README file for the controls and troubleshooting in case of crashes.
The download files are self extracting archives. It's possible that anti-virus software might trigger a false alarm due to them being unknown.
DOWNLOAD LINKS:
Windows 64-bit: https://1drv.ms/u/c/97644d5451a3b12.....FoUpg?e=vwKmmE
Windows 32-bit: https://1drv.ms/u/c/97644d5451a3b12.....oh8CA?e=eKva8Q
DOWNLOAD MIRROR:
Windows 64-bit: http://www.mediafire.com/file/2kdqe.....4_x64.exe/file
Windows 32-bit: http://www.mediafire.com/file/61311.....4_x86.exe/file
Video: https://1drv.ms/v/s!AiGxo1FUTWSXmU0.....loUVy?e=49VnQs
Play as a giant or as a tiny amongst giants and enjoy several ways of interactions on multiple maps. Also included is the Endless Rampage minigame, where you can watch endless destruction while a giant walks through a city, flattening everything that gets caught underfoot.
This is an alpha version, so expect a lot of bugs.
ATTENTION: The game now comes with a launcher, that lets you choose between starting it with or without VR functionality. Additionally, you can choose to use an older API (DirectX 10, OpenGL 3) to eventually get the game to run on older hardware.
Consider supporting me and this project on Patreon: https://www.patreon.com/evilsprite
Check the included README file for the controls and troubleshooting in case of crashes.
The download files are self extracting archives. It's possible that anti-virus software might trigger a false alarm due to them being unknown.
DOWNLOAD LINKS:
Windows 64-bit: https://1drv.ms/u/c/97644d5451a3b12.....FoUpg?e=vwKmmE
Windows 32-bit: https://1drv.ms/u/c/97644d5451a3b12.....oh8CA?e=eKva8Q
DOWNLOAD MIRROR:
Windows 64-bit: http://www.mediafire.com/file/2kdqe.....4_x64.exe/file
Windows 32-bit: http://www.mediafire.com/file/61311.....4_x86.exe/file
Category Artwork (Digital) / Macro / Micro
Species Unspecified / Any
Size 1280 x 720px
File Size 1.06 MB
Ooh! First off, sliders for AI behavior! That is a ROCKIN addition!
Then, that platforms map! Brilliant! It permits one to play with various size difference-ratios and not get 'ignored' in some cases. Loving it!
And the toe-ride thing is a nice touch, too. A very nice little addition!
More later as I play more and discover all the game's little secrets. But so far, a great job, Sprite. I see even that you fixed a few bugs that were in the last version, namely the 'mannequin' spawns, where sometimes they just stand there. A very nice job on that. That was a rather annoying bug.
But heh, in any case, when I get more time to play, I'll give you some more. Just for now, just know you have a very dazzled wee pony on your hands!
Then, that platforms map! Brilliant! It permits one to play with various size difference-ratios and not get 'ignored' in some cases. Loving it!
And the toe-ride thing is a nice touch, too. A very nice little addition!
More later as I play more and discover all the game's little secrets. But so far, a great job, Sprite. I see even that you fixed a few bugs that were in the last version, namely the 'mannequin' spawns, where sometimes they just stand there. A very nice job on that. That was a rather annoying bug.
But heh, in any case, when I get more time to play, I'll give you some more. Just for now, just know you have a very dazzled wee pony on your hands!
This is a random idea but I think another thing you could do for the tiny to hitch a ride is to grab onto the top of the giantess' foot, or hug and hold onto the back of their heels. Another idea could be that if the giant is small enough or the tiny is big enough the tiny could hold onto their legs at least the lower part. Also one small modification I think you could try is when the giantess eats the tiny we can hear her making a 'ahhhhh' sound. Then again maybe you already added it. I don't know I haven't played the new version yet been busy. I can't wait though! It looks awesome! Great work as always and take as much time as you need before adding anymore content.
So you basically want more parts to cling on to. I'll see about that. As for more voice clips, once I got everything in there in terms of animations and interactions, I'll start looking for voice actors, to give it more personality. So that'll be when you'll get the "ahhh" sound at the latest.
YES! You combined my requests to being able to make them stomp you nonstop and the option to opt out of vore into simple sliders. Awesome!
Now the only two things left i wish were in there is that don't need to be stuck to make the camera clip through the floor and/or that you can just make the model you control disappear entirely since you would need very unreasonable graphics so make the textures look good when you are so ultra close to them.
Right now i just used the spectator to cheat those problems a bit but then the micro is still there >.>
But other than that i think you did a REALLY good job here
Now the only two things left i wish were in there is that don't need to be stuck to make the camera clip through the floor and/or that you can just make the model you control disappear entirely since you would need very unreasonable graphics so make the textures look good when you are so ultra close to them.
Right now i just used the spectator to cheat those problems a bit but then the micro is still there >.>
But other than that i think you did a REALLY good job here
The video is flagged as featuring mature content, maybe that's why you can't see it. I have to do that or it will be removed instantly. I'll see about uploading somewhere else.
The newest things are a.i. behaviour control, riding between toes, a new map and VR support.
The newest things are a.i. behaviour control, riding between toes, a new map and VR support.
i'm guessing its my setup but atm im experienceing weird fps stutter in vr mode (running a rift) nothing i can't deal with but its only restricted to one map and thats house. and happens upon spawning in and when jumping off the table. (side note: for vr would adding an reverse pinned camera be a possible option being locked to look forward i seem to stare through the foot of some models) other than that tiny bug its the best vr giant furry game out there! Cheers mate!!!
Some post processing effects might cause some stutter, though the only option to get rid of them, is setting the graphical quality to low. I do want to set it up in a way, that you can control the graphics options seperately at some point. Also I'm not quite sure what you mean by "reverse pinned camera".
So I have a Vive.
I see you have added kisses, voring, etc. Cleo's mouth is very nicely animated for the kiss.
Holy shit this is good. I was sad there was no submissive-pov porn for VR, after getting the device.
This filled a niche that really needed filling for me.
Thank you so freakin' much.
I see you have added kisses, voring, etc. Cleo's mouth is very nicely animated for the kiss.
Holy shit this is good. I was sad there was no submissive-pov porn for VR, after getting the device.
This filled a niche that really needed filling for me.
Thank you so freakin' much.
I love these new sliders! Especially since i can change them while underfoot. I had an unaware ai step on me with 100% chance to stick to foot, then changed the idle chance to 100% and she went on teasing me with her idle animations. My favorite was when she lifted her foot up, looked right at me, then put her foot back down with me underneath. (I know it's cuz she was set to unaware and couldn't see me but it was still awesome.) Great stuff man!
Woah, you're making the first thing that's gotten me tempted to get a VR setup!
Will players be able to import new character models, or does that have to be done on your end? I'm sure I'm not the only one with a personal favorite they'd love to see in something like this.
Will players be able to import new character models, or does that have to be done on your end? I'm sure I'm not the only one with a personal favorite they'd love to see in something like this.
I'm not capable of creating a model importer. I only use the node based visual coding provided by the engine, so I'm not even writing the code, which makes engine modifications like that impossible. I have to import the models myself, though I'm gonna accept suggestions at some point. I hope by then I'll have figured out a way to convert the SFM models to FBX for Unreal, since there are a lot of good models in that format. Also Sorlag is a good pick, I'd implement her, if I could get the model working.
Now that I've gotten the chance to play it a fair amount, I want to say how impressed I am that a project put together by a single person works this well! I've only run into minor issues, and the few complaints I do have aren't even worth mentioning when I remember this is being developed solo.
Feels weird to comment after so long, but I recently got hooked by the game again. I'm guessing you're not planning on updating it at this point, but considering how close to flawless you got with this iteration, leaving it as it is is just fine. I'm posting because my latest sessions playing got me thinking about just how many 3-D modelers there are in the fandom these days, and how great it would be if your game included characters from other designers, which would be a great cross promotion for their work and yours (and, yknow, give players their choice of hotness). But it seems like the code you've already got is complicated enough and cramming in more would be tempting fate...
So now I'm hoping there will someday be a followup game, making use of what you learned from working on the first version. If the first attempt turned out this good, I can only imagine what you could accomplish with a sequel.
So now I'm hoping there will someday be a followup game, making use of what you learned from working on the first version. If the first attempt turned out this good, I can only imagine what you could accomplish with a sequel.
It makes me happy to hear that you're still having fun with it. I want to push out one more update but working on the game has become quite tedious and partly even problematic. It was my first ever serious project and it was bound to fail but I did learn a lot from it. I certainly want to pursue some other ideas revolving around macro/micro games.
Okie, been playing this for about a month.
First off, great game. But heh, I've already said that, multiple times, so I'll move on. Still great game, though. ;)
So alright. The first thing that sticks out the most to me is clipping. I think you might want to seriously consider putting collision indicators in the models. This will be for when they 'bump' into each other, they won't overlap. Right now, models can pass right through other models as if they don't exist. That removes a lot of the power the game could otherwise have for players. Working out how to prevent clipping might want to be a priority for you, Sprite.
So alright. Next suggestion. Another member stated this, too. When in 1st-person mode, make the player model invisible. This is especially important if one is playing a smaller character. When the giantesses walk close by, parts of the player's model jumps onto the screen from the step vibrations. Also, if the player is lying down, they can find themselves looking through their own tops. That can be very jarring. Quite weird looking, too.
Clipping when being stepped on.
This one is really important. When you're small and get stepped on, you clip right up through the foot. If you're in 1st-person view, you get to see up inside the leg of the giantess. That removes a lot of the power of the 'feeling' of being stepped on for the player.
One possible solutution for this might be, is to add a subroutine for each foot. If it steps on a smaller player, the bottom of the foot gets superimposed over the player's view. In addition, when you get the 'crunch' sound, like when sole-stuck, you might add a red flash. A bigger red flash when someone is trampled, smaller ones when someone is sole-stuck and being walked on. You might also add them, smaller ones, for when someone is stuck to an idling giantesses' foot. Being stood on might make a slowly pulsating small red flash, and so on.
I noticed that you changed the 'secret' model in the house level. That looks better. But it looks like you took her out of the 'town' level. Or maybe I just haven't found her yet. :) Either way, it would be quite nice to have her do some things - like trample, sole-stick and vore, just like all the other models can do. It seems like a waste to not have her doing anything. She is quite the nice model!
Heh, anyway, still playing. A lovely game, Sprite, truly!
First off, great game. But heh, I've already said that, multiple times, so I'll move on. Still great game, though. ;)
So alright. The first thing that sticks out the most to me is clipping. I think you might want to seriously consider putting collision indicators in the models. This will be for when they 'bump' into each other, they won't overlap. Right now, models can pass right through other models as if they don't exist. That removes a lot of the power the game could otherwise have for players. Working out how to prevent clipping might want to be a priority for you, Sprite.
So alright. Next suggestion. Another member stated this, too. When in 1st-person mode, make the player model invisible. This is especially important if one is playing a smaller character. When the giantesses walk close by, parts of the player's model jumps onto the screen from the step vibrations. Also, if the player is lying down, they can find themselves looking through their own tops. That can be very jarring. Quite weird looking, too.
Clipping when being stepped on.
This one is really important. When you're small and get stepped on, you clip right up through the foot. If you're in 1st-person view, you get to see up inside the leg of the giantess. That removes a lot of the power of the 'feeling' of being stepped on for the player.
One possible solutution for this might be, is to add a subroutine for each foot. If it steps on a smaller player, the bottom of the foot gets superimposed over the player's view. In addition, when you get the 'crunch' sound, like when sole-stuck, you might add a red flash. A bigger red flash when someone is trampled, smaller ones when someone is sole-stuck and being walked on. You might also add them, smaller ones, for when someone is stuck to an idling giantesses' foot. Being stood on might make a slowly pulsating small red flash, and so on.
I noticed that you changed the 'secret' model in the house level. That looks better. But it looks like you took her out of the 'town' level. Or maybe I just haven't found her yet. :) Either way, it would be quite nice to have her do some things - like trample, sole-stick and vore, just like all the other models can do. It seems like a waste to not have her doing anything. She is quite the nice model!
Heh, anyway, still playing. A lovely game, Sprite, truly!
Thanks for the feedback once more, much appreciated.
From the very first version of the game, I deactivated colission between the character models. The reason is that Unreal Engine 4 uses a capsule for character colission, meaning the top and bottom are spherical. This means, that a tiny character can walk under a giant and launch it into the air. I haven't found a workaround for it yet, hence why it is disabled.
About the first person view, I really don't want to make the body invisible. You can't step on or grab tinies without a body, it is part of the gameplay. With the VR functionality, the first person got a little more wonky, since I had to change a bunch of things on how it works.
Clipping into the foot, I do need to look at that again and probably adjust the positions or something like that. Adding a red flash would be a good addition to the player feedback though.
I didn't change anything about the secret model though, I think. I gotta check on that.
To be completely honest, I'm not sure if I'm capable of ever fixing all these issues. The game has gotten quite complex at this point, to a point where I wish that I had started with something simpler.
From the very first version of the game, I deactivated colission between the character models. The reason is that Unreal Engine 4 uses a capsule for character colission, meaning the top and bottom are spherical. This means, that a tiny character can walk under a giant and launch it into the air. I haven't found a workaround for it yet, hence why it is disabled.
About the first person view, I really don't want to make the body invisible. You can't step on or grab tinies without a body, it is part of the gameplay. With the VR functionality, the first person got a little more wonky, since I had to change a bunch of things on how it works.
Clipping into the foot, I do need to look at that again and probably adjust the positions or something like that. Adding a red flash would be a good addition to the player feedback though.
I didn't change anything about the secret model though, I think. I gotta check on that.
To be completely honest, I'm not sure if I'm capable of ever fixing all these issues. The game has gotten quite complex at this point, to a point where I wish that I had started with something simpler.
I wouldn't become discouraged. Not at all, Sprite! You've made something truly beautiful here! It stands in a class all its own in our genre!
Also, while there may be some small issues here and there, overall, it is one of the most immersive games of its type I've ever played. The thrill I get from just watching all of those giants walk around when I'm small... I gotta tell you, it just does things to me. Hardly a night goes by that I don't play it some! It's so good, the small issues are easy to ignore. I only wanted to point them out as suggestions for future versions, not as criticisms.
On the note of suggestions, I have some more. Heh! Only because I want to see this game get better! :D
So off to the suggestions, then!
1) For Playing Tiny: Add some challenges. Like stars or something, players have to collect, before all their health gets stomped out of them.
2) For Playing Big: Add a timer, so players can see how many tinies they stomp/grab before the time runs out, scoring them based on this.
Some possible changes/additions
On the house level, make the doors thresholds for events. They can be where you get un-sole-stuck or dropped/set down. Make this setting player-selectable.
If you run out of health, you start to slowly heal. But you can't move. You can only lie there until you have so much health back. You can of course, be trodden upon while trying to heal, losing health again. This would pose an especially good challenge if a player decides to populate an area with a lot of giants.
On the note of health, being picked up by a kind giant and kissed restores full health.
Giants with shoes do double the damage than those without. The high-heel-wearers do something like triple damage. The cheetah wearing the leather body suit does 1 and 1/2 damage. The socks do 1.25 damage. The broad-footed ones do only 75-percent damage, as their feet are presumedly softer.
SO what do you think? More than anything, please don't become discouraged. This is a fabulous game. I am ever hopeful for more!
Also, while there may be some small issues here and there, overall, it is one of the most immersive games of its type I've ever played. The thrill I get from just watching all of those giants walk around when I'm small... I gotta tell you, it just does things to me. Hardly a night goes by that I don't play it some! It's so good, the small issues are easy to ignore. I only wanted to point them out as suggestions for future versions, not as criticisms.
On the note of suggestions, I have some more. Heh! Only because I want to see this game get better! :D
So off to the suggestions, then!
1) For Playing Tiny: Add some challenges. Like stars or something, players have to collect, before all their health gets stomped out of them.
2) For Playing Big: Add a timer, so players can see how many tinies they stomp/grab before the time runs out, scoring them based on this.
Some possible changes/additions
On the house level, make the doors thresholds for events. They can be where you get un-sole-stuck or dropped/set down. Make this setting player-selectable.
If you run out of health, you start to slowly heal. But you can't move. You can only lie there until you have so much health back. You can of course, be trodden upon while trying to heal, losing health again. This would pose an especially good challenge if a player decides to populate an area with a lot of giants.
On the note of health, being picked up by a kind giant and kissed restores full health.
Giants with shoes do double the damage than those without. The high-heel-wearers do something like triple damage. The cheetah wearing the leather body suit does 1 and 1/2 damage. The socks do 1.25 damage. The broad-footed ones do only 75-percent damage, as their feet are presumedly softer.
SO what do you think? More than anything, please don't become discouraged. This is a fabulous game. I am ever hopeful for more!
So first off, excellent game so far, been having a blast! This is honestly something I never thought I'd see and I am happy to have been proven wrong.
I do have a few suggestions, though.
First is a bit of a bug. When a giant with a tiny stuck to their sole does an idle animation and then picks the tiny off their sole immediately after the idle animation, they'll move as if they're walking but they'll still be doing the "pick-off-the-sole" animation as they're moving.
The other two suggestions are for a couple additional slider bars. The first is a bar that determines the probability of a giant noticing a tiny. I've had spells where giants pass the tiny I'm controlling dozens of times before one notices me. The other would determine how likely a giant that is holding a tiny will do an action like kissing, eating or dropping the tiny as opposed to just continuing to hold the tiny in their hand.
Just my two cents, though. I'm just glad this game exists and I'm looking forward to how much more awesome you're going to make it!
I do have a few suggestions, though.
First is a bit of a bug. When a giant with a tiny stuck to their sole does an idle animation and then picks the tiny off their sole immediately after the idle animation, they'll move as if they're walking but they'll still be doing the "pick-off-the-sole" animation as they're moving.
The other two suggestions are for a couple additional slider bars. The first is a bar that determines the probability of a giant noticing a tiny. I've had spells where giants pass the tiny I'm controlling dozens of times before one notices me. The other would determine how likely a giant that is holding a tiny will do an action like kissing, eating or dropping the tiny as opposed to just continuing to hold the tiny in their hand.
Just my two cents, though. I'm just glad this game exists and I'm looking forward to how much more awesome you're going to make it!
Happy to hear that you enjoy it and thank you very much for the suggestions.
The "moving while doing another animation"-bug has been in the game for a while now and I just haven't figured out how to fix it yet.
The giants usually react to the first tiny that they see, though both the tiny and the giant have cooldowns on their interactibility. I'm also not sure if they quite work as intended, might have to look into that. I could tie the cooldown timer to a slider though, making the interaction trigger more often. The interaction for tinies being hold is tied to a random chance, wouldn't be too much of a hassle to link that to a slider as well. I'll add these to my notes.
The "moving while doing another animation"-bug has been in the game for a while now and I just haven't figured out how to fix it yet.
The giants usually react to the first tiny that they see, though both the tiny and the giant have cooldowns on their interactibility. I'm also not sure if they quite work as intended, might have to look into that. I could tie the cooldown timer to a slider though, making the interaction trigger more often. The interaction for tinies being hold is tied to a random chance, wouldn't be too much of a hassle to link that to a slider as well. I'll add these to my notes.
Amazing job!! There is not a single thing i dont like about this game. I got a small problem though, and im assuming it has to do with my graphics, or cpu but i thought i would bring it up, whenever i try to sprint the screen will freeze and start flickering until i change my view, or pause and exit out of the menu, it also does that when i get stomped on :o The game doesn't crash though, and i can stomp on others without any problems, and all the windows are black and gray checkers
Lovely! For me it's still missing the aspect of being able to literally flatten the tiny characters x3 but still it's great to see progress on the game, getting so far by just yourself is fantastic c: I also think that being able to mod the game could be a good thing for adding more content and keeping it alive for a long time, that's still on you to decide, though ^^
Well, making your game support modding is a relatively advanced area of programming. If you're using Unity, then what you're looking to do involves loading assemblies at runtime. If you want to let modders code in C# and not worry about compiling themselves, then you can look into runtime assembly creation.
https://stackoverflow.com/questions.....ly-at-run-time
https://docs.microsoft.com/en-us/do.....sembly-loading
If it's Unreal Engine then a quick google search did the trick:
https://wiki.unrealengine.com/Moddi.....gine_4_project
I'd gladly help with mod support, but my skills are not that high yet, lol.
https://stackoverflow.com/questions.....ly-at-run-time
https://docs.microsoft.com/en-us/do.....sembly-loading
If it's Unreal Engine then a quick google search did the trick:
https://wiki.unrealengine.com/Moddi.....gine_4_project
I'd gladly help with mod support, but my skills are not that high yet, lol.
so um, im a bit late to having found this (always feels awkward leaving a comment so long after a post has been made) but i really enjoy this game, i think its well made and the animations are quite smooth, i especially like the vore in it, though if i could perhaps make a request which would hopefully be easy to do (dont know much about unreal engine so...yeah) i was wondering if you could make it so the micros get to stay in the bellies longer before being teleported to their butts? perhaps a slider to adjust the time spent inside or maybe just a basic increase to the time spent in there with the camera maybe being roughly centered on their belly for the duration? i know your main focus is footplay, and i do greatly respect that, and i also recognize that honestly i really have no business making requests since 1.im only one person and 2.i have nothing to offer in return. but if it is as easy as just adjusting a number or two then well, it would make my week if the next update could perhaps include a bit longer of stays in the bellies
That is indeed very odd, especially since you've been able to play it before. Did something about your system change, like an update for your GPU driver?
Alternatively you could try and delete the contents of the "Saved" folder, to reset the game and its config files. You'll find that here Giants_Sandbox_0_1_4\GiantsSandbox\Saved.
Alternatively you could try and delete the contents of the "Saved" folder, to reset the game and its config files. You'll find that here Giants_Sandbox_0_1_4\GiantsSandbox\Saved.
It's not really enjoyable anymore to work on it, if I'm honest. Hence the long time gap since the last update.
If you ever start working on software, start out simple and don't get tempted to add more and more things to it. That's what caused a lot of issues for me on Giant's Sandbox.
If you ever start working on software, start out simple and don't get tempted to add more and more things to it. That's what caused a lot of issues for me on Giant's Sandbox.
Well, 8GB is recommended but you might as well just try it and see what happens. I guess your laptop doesn't exactly have a lot of graphical power either then. I'd recommend using the launcher and launching it in OpenGL. Maybe you'll get lucky and it actually runs. If that's the case, I want screenshots :P
Thanks. I'd recommend reading this where I talked about the state of the game https://www.furaffinity.net/journal/9342853
Well, you need a Windows PC that meets the requirements and everything else you need comes with the game. There is an installer for the pre-requisits, like DirectX and Microsoft .Net Framework and such. You can find that in the game folder under Giants_Sandbox_0_1_4\Engine\Extras\Redist\en-us. You don't need to install the engine itself.
I think this is a dead project -- From my understanding (And please correct me if I'm wrong), Evil Sprite has taken it as far as they can go. It turned out to be a crazy huge project with ALOT more work than was expected, especially when the VR aspect of play was introduced. ( I was a patreon at the time, hoping and wishing that it was going to happen but alas, didn't )
So, probably no point in holding your breath on this and just enjoy what's been done thus-far. :3
So, probably no point in holding your breath on this and just enjoy what's been done thus-far. :3
hi there! so the game keeps crashing for me (i run windows 11, wouldn't recommend), is there any way to prevent this? I have a pretty powerful laptop and the game should run fine. idk if it's just cuz windows 11 isn't able to run it or what. It crashes usually when i spawn a character in or when i edit the AI behaviour settings
Unfortunately I don't have a Windows 11 system to test it on yet. Those crashes sound werid though, especially the AI behaviour thing, since that litereally only changes a single variable. Maybe there are some Unreal Engine 4 related issues on Win11 or it could be related to laptop GPUs. You can check the Readme.pdf file I've included with the game, to locate the log file of your latest crash. You could send that to me or try a Google search for the issue (which is also what I'd be doing, unless it's a type of crash I know of).
game lookes amazing but i was wondering if it is possible to use it with GeForce for windows because i do not own an AMD like others. im able to obviously download but play for atleast 30 seconds before crashing. Overall really good game so far and i hope it is possible for it to come to GeForce..
Well, I do hope your PC is actually using the 3070 and not the Intel one. However, someone else mentioned an issue with it runnin on Windows 11. Try running the Giantssandbox.exe in compatibility mode (right-click->properties->compatibility) for an older Windows version. Not sure if 10 is an option in there but 8 and 7 sure would be. It worked for them, so give that a shot.
I could give you some Ideas.
1. Making Pokemon models that can stand on 2 legs. (Mewtwo, Cinderace, Lucario, Urshifu, Etc.)
2. Making the game available on console.
3. Adding in a slow or fast motion mechanic
4. Extra game-modes for example, trying to stomp as many tinies as you can before the time runs out.
1. Making Pokemon models that can stand on 2 legs. (Mewtwo, Cinderace, Lucario, Urshifu, Etc.)
2. Making the game available on console.
3. Adding in a slow or fast motion mechanic
4. Extra game-modes for example, trying to stomp as many tinies as you can before the time runs out.
It's to bad... This such a great concept and i so disappointed this game never will be continued.
Just imagine, if this game could be Online and ...For example four player (or more) can play as tiny and one player (or more) play as Giant and the tinies need to survive for a 'time' they win. or they need gather some itmes that are hidden the map but the ginatess can see where is hidden and they try to prevent the tinies to gather it.
or
The giantess need to squish all the tinies and they will win.
That would be so fun.
Just imagine, if this game could be Online and ...For example four player (or more) can play as tiny and one player (or more) play as Giant and the tinies need to survive for a 'time' they win. or they need gather some itmes that are hidden the map but the ginatess can see where is hidden and they try to prevent the tinies to gather it.
or
The giantess need to squish all the tinies and they will win.
That would be so fun.
Multiplayer is not a feature that's just easily added to a game. This is a feature that needs to be considered from the very beginning of developement. Also keep in mind, this is the first ever proper game I've made, I have no idea how to even do that.
There were game modes like that planned, where you have to stomp all the tinies, I did put in a health and stamina system for a reason, just never went anywhere.
Also just because this one kinda died, doesn't mean I won't return to the concept. I do have my eyes on the Unreal Engine 5.
There were game modes like that planned, where you have to stomp all the tinies, I did put in a health and stamina system for a reason, just never went anywhere.
Also just because this one kinda died, doesn't mean I won't return to the concept. I do have my eyes on the Unreal Engine 5.
I mean, your game is one of the best concept that i ever see in this being stepped on by hot anthro characters.
I very like the Ai feature where you can set what chance would happen more oftenly, for example when it stomp/grind.
When i see the first time i thought i found a holy grail, or a rough gemstone which is able to be the most flawless one.
I mean i very like to be teased, and this game is actually able to do that. I mean if there some challange as 'game' feature like there would be spawned several item (i don't know like coins) to you need gather. The Ai would try to 'chase' the player and constantly try to stomp it. With this game feature can developing addiction to the players.
I have a very strange example that i only feel in souls like games, like Elden ring, there is some Giant dragons, and if you are a close combater they will try to stomp you.
Actually i very like because i need to dodge the dragons stomp if i want to survive and continue the gaming. However i also would like to see such a big giant creature owerpower me and just stomp the player.
Your game with this great and awesome models and animation is the greatest one that i ever see before. If there would be this kind of Challange. I think your game would be more successful. I mean there is enough character and have the 'house map' which is a great place for this item gather stuff.
When i was child the spyro games satisfied me when i gathered the gems. It was so much fun to explore the map for get all of them. I think this would be so fun to explore your map in your game while your awesome characters try to prevent me to do that with their stomp.
Of course might the player can survive some stomp but when he life bar reach the zero, the player need to try again.
I know how hard be to developing features, and its really time consuming and need some monetization ...
But i think that you done so far is literally a great concept to anything that you would like to do in the future.
I very like the Ai feature where you can set what chance would happen more oftenly, for example when it stomp/grind.
When i see the first time i thought i found a holy grail, or a rough gemstone which is able to be the most flawless one.
I mean i very like to be teased, and this game is actually able to do that. I mean if there some challange as 'game' feature like there would be spawned several item (i don't know like coins) to you need gather. The Ai would try to 'chase' the player and constantly try to stomp it. With this game feature can developing addiction to the players.
I have a very strange example that i only feel in souls like games, like Elden ring, there is some Giant dragons, and if you are a close combater they will try to stomp you.
Actually i very like because i need to dodge the dragons stomp if i want to survive and continue the gaming. However i also would like to see such a big giant creature owerpower me and just stomp the player.
Your game with this great and awesome models and animation is the greatest one that i ever see before. If there would be this kind of Challange. I think your game would be more successful. I mean there is enough character and have the 'house map' which is a great place for this item gather stuff.
When i was child the spyro games satisfied me when i gathered the gems. It was so much fun to explore the map for get all of them. I think this would be so fun to explore your map in your game while your awesome characters try to prevent me to do that with their stomp.
Of course might the player can survive some stomp but when he life bar reach the zero, the player need to try again.
I know how hard be to developing features, and its really time consuming and need some monetization ...
But i think that you done so far is literally a great concept to anything that you would like to do in the future.
That is a bit on the weaker side. An older laptop, I'd assume.
Have you tried the several options the launcher gives you (DirectX 10 or OpenGL)?
Aside from that, people have reported it crashing lately on launch. The 32-bit version seems to work for them. So maybe give that a try.
Have you tried the several options the launcher gives you (DirectX 10 or OpenGL)?
Aside from that, people have reported it crashing lately on launch. The 32-bit version seems to work for them. So maybe give that a try.
oh ok, the main reason i came here is bc if you could add this model into the game? https://www.deviantart.com/evil-spr.....oots-940664520
i skimmed through the comments and didn't see a definitive answer if I missed it then I apologize for asking the same question but did you abandon this game or are you just doing other things i see it hasn't been updated in six years and was just wanting to know if it's abandoned in alpha or this is just the final version and you forgot to remove alpha or if you just have better things to do or just forgot about it
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