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IbissKB

3
Posts
A member registered Feb 06, 2022

Recent community posts

I'm running my avatar on Ñ and Ç, so while it could be a useful gimmick, it still works from when the system is aware of said transition, which kinda is a hotkey dilemma. I have the hotkeys mapped in a controller that Veado can't read (SPOILER: it's a quite old model that most modern software doesn't care about so I found a good use to it that way, and personally, I prefer that way, as it doesn't get in the way with games due to it being a controller recognized by the games themselves.

Of course, being able to code the program would be far more useful than adding more hotkeys to the mix, which is kinda my complaint, as there's very few unintrusive hotkeys available. State categories also would make some ideas seamless. For example, with my avatar, I have the option to change the clothes, which means I have to hide my avatar, load the veado file for the other version, and then reveal it so the interface doesn't show (the UI is perfect, but UIs absolutely get in the middle of the purpose of vtubing so having a sort of second window for the UI controls would be absolutely appreciated in a future update)

Yes! Also, it would allow for some cool transition animations with some proper inbetweens. Let's say your character wears a hat and you want to have a hatless version, with an animation where the character removes their hat or puts it on accordingly. This is of course, a simple idea, but think of the many possibilities.


This is where the transitions and state categories can work so amazingly. My main issue is that controller-based keybinds ruin controller-based games (things such as jumping ingame every time you use the "angry" state), while keyboard-based keybinds have the chance of getting in the way of controls (I had to use special characters such as Ñ or Ç for the most important states, and then bind them to a controller with no game support so there is no problem with it. Of course, I'd love to be able to squeeze as much states, as there's only a good few keys that work without getting in the middle of gameplay.

As somebody who has been using this amazing program for about half a year, I'd love to suggest some ideas that would be pretty helpful. I understand that some may be complicated and that some may not get in soon (as I'm aware, your current focus is to develop the full version of veadotube), I just want to give a transparent idea on what I'd love to see, in the hopes some of the ideas get into the program in a future:


- A option to create an extra UI window, so you don't have to bring the UI to manually change between states and between .veadomini files for seamless avatar changing. Basically, by adding this option, there would be a UI window that doesn't show on streams. This would allow us to use the UI without ruining the illusion of V-Tubing to anybody.

- State categories. Usually, toggleable accesories take hotkeys, which in my case, I'm limited to the about 10 keys that are very rarely used by PC games, as using XInput confuses a few counted games. Normally, some options in my avatar are "same but with a helmet" which usually duplicates the amount of states, so two hotkeys to swap between these two would save me quite the amount of hotkeys.


- Transition/start images. This specially would help through the use of GIFs to make more alive PNGs. Mostly in-betweens to let users make natural transitions between states. In a personal case, this would save me from one specific issue. To make a helmet's visor open and close, I need a state for both animations, along the open and closed states for expressions, which totals to 10 hotkeys. (help i'm running out of them)

This said, I appreciate this software quite a lot and I wish you luck in developing the full version! I hope it will be as comfortable as veadotube mini is in comparison to basically almost every VTubing program out there. Even if not, I already have veadotube mini, which for me is far than enough.