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misterchapstick

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A member registered Oct 20, 2020

Recent community posts

i've tested the program using a real stream deck, it does work correctly! all you need to do is download the stream deck godot plugin, change the stream deck option to true in the settings.pngtp file and then change the "signal input" to the corresponding costume number. :)

awesome, really looking forward to it! :)

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hey, a little late in responding to this but i actually recently tried testing this out! it's a mostly good solution, but there are some minor limitations with it.

i cut the fps in half from 144 to 72fps and then doubled the bounce, animation speed, and frequencies for all the sprites to offset it. it solves the issue (almost) completely! however, a few sprites i had set with a fast "shaking effect" frequency that were already at the maximum 0.1 value are unfortunately still slower as i am unable to double them to adjust for the new fps value.

it is a decent work-around, but it would be great to have a fix for this in the future! i understand it is likely not a priority and there are issues with potentially breaking existing avatars, but it'd be really nice to fully optimize and customize the app's performance without having to fuddle around too much. i'd gladly go through the trouble of fixing my avatar for this to work! the difference between running 144fps vs 72fps is a moderately less amount of CPU/GPU usage for me, and most folks stream at 60fps maximum anyways.

the current tutorial doc lists changing the fps in the .pngtp file as a valid option, but with its current state i just worry folks may end up confused like i was. adding a minor note in the doc noting  and describing the issue would be a good idea to avoid any further confusion, at least for the time being.

either way, i hope the feedback helps! (also hope i'm didn't come across as too nit-picky!) thanks again for the responses and suggestions! :)

ah yeah, that'd do it! i totally understand your point in being hesitant to fix the issue... i'd imagine changing sprite movement to being framerate dependent would cause a lot of problems with how older avatars are rigged and linked together.

it'd be nice to have the program run at 60fps (or any variable framerate) instead of the default 144fps for whatever minimal performance gains that would provide (i stream at 60fps, so any capture above that is probably overkill), but if it's more trouble than what it's worth to fix i'm totally OK with sticking to the current 144! glad this is at least a known issue either way.

thanks for the response, and thank you for all the work you've put in to make this program! it's fantastic stuff  :)

When I lower the max FPS setting in the "settings.pngtp" file from the default 144 FPS to 60 FPS both my avatar's sprite animations and bounce movement slow down dramatically... Not sure if this is an expected behavior or not.

I figured changing the setting would result in a typical not-as-smooth movement due to lower framerate, but it seems to be affecting the actual speed of the avatar's animation/movement itself rather than just the number of frames drawn per second. I made sure to double check this isn't just my computer processing the application slower/improperly.

Are the movement and animations values of inserted sprites tied to the FPS setting they were originally created with? I hope there is a known fix to this issue, or maybe there is something I'm simply missing or misunderstanding? Any suggestions or clarification would be greatly appreciated! :)

This feature would be wonderful! As an alternative, even having the option for an individual sprite to have multiple "frames" or images would be a game changer. (Off-topic, but also maybe adjustable "blink frequency/duration" variables?)