Experimental Vore Project (v0.0.19a January 2025 Build 3)

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Re: Experimental Vore Project (v0.0.16a October Build)

Postby TachibanaRei » Fri Oct 25, 2024 3:20 pm

GiantessSandboxDev wrote:Brand new (old) level + way more advanced scripting support! Among other things. :)

https://www.patreon.com/posts/release-g ... -114643888

Changelog:


I'm super happy for the scripting support! I checked out the ScriptingHelp doc and it's super detailed now, I love it! Would it be possible to have a list of all the facial expression images used in the conversations? That'd help a lot with scripting convos.
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Re: Experimental Vore Project (v0.0.16a October Build)

Postby 172741018488 » Sat Nov 02, 2024 2:26 pm

A great update, but the texture of the villi in the small intestine looks a bit strange. It's easy to trigger Trypophobia, and I hope that a setting can be added in the future.
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Re: Experimental Vore Project (v0.0.16a October Build)

Postby THEholySnail » Thu Nov 07, 2024 6:29 pm

172741018488 wrote:A great update, but the texture of the villi in the small intestine looks a bit strange. It's easy to trigger Trypophobia, and I hope that a setting can be added in the future.


If I may add a suggestion regarding the villi: currently whenever you walk into a section of the small intestine, only that section's villi are loaded.
Basically, lets simplify it by the premise, the small intestine has 4 sections: A, B, C, D. If you are in let's say section B, you only see B, regardless how close you are to A or C.
I assume this was done to prevent lag, which is understandable choice, as there are a lot of villi.
So here's my idea: the setting governing villi display contains of three options. Option 1: The villi are invisible.
Option 2, only one section of the small intestine is loading its villi. (Basically as it is now.)
Option 3, Villi are loaded one section ahead.
Basically, if you are inside section A, you see the villi of A and B. If you are in B, you see A, B and C. Inside C, you see B, C and D. In D you see C and D.

What do you think of that concept?
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Re: Experimental Vore Project (v0.0.16a October Build)

Postby 172741018488 » Sat Nov 09, 2024 1:25 am

THEholySnail wrote:
172741018488 wrote:A great update, but the texture of the villi in the small intestine looks a bit strange. It's easy to trigger Trypophobia, and I hope that a setting can be added in the future.


If I may add a suggestion regarding the villi: currently whenever you walk into a section of the small intestine, only that section's villi are loaded.
Basically, lets simplify it by the premise, the small intestine has 4 sections: A, B, C, D. If you are in let's say section B, you only see B, regardless how close you are to A or C.
I assume this was done to prevent lag, which is understandable choice, as there are a lot of villi.
So here's my idea: the setting governing villi display contains of three options. Option 1: The villi are invisible.
Option 2, only one section of the small intestine is loading its villi. (Basically as it is now.)
Option 3, Villi are loaded one section ahead.
Basically, if you are inside section A, you see the villi of A and B. If you are in B, you see A, B and C. Inside C, you see B, C and D. In D you see C and D.

What do you think of that concept?

I don't know, maybe we can shrink the villi in the small intestine? I think it may be a bit too prominent, changing it to the current 1/10 should be better.
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Re: Experimental Vore Project (v0.0.16a October Build)

Postby J3inx » Mon Dec 02, 2024 2:18 am

Not sure if it’s always been broken or if it’s something on my end but requesting to be let out just leads to her responding that she can’t find her rope and that I’m gonna stay in her stomach a bit longer. I tested with the debug menu earlier with protective set and 75 relation ship but it stays the same even when she has 100 anger. I have all the automations set except the horny vore option. Also because the entrance to the stomach is at an angle, when I attach a rope to the tooth and go down the throat it will clip into the rounded bit at the top and cause it to fling out of her body and orbit her mouth really fast( I’m not familiar with physics engines but it might be able to be fixed if instead of having a majority of the rope be bendable, have it as a static prop until it gets to the lower esophagus where it becomes flexible).
-rip loris from arcane, our 10 line king
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Re: Experimental Vore Project (v0.0.16a October Build)

Postby bipori » Thu Dec 05, 2024 5:11 pm

J3inx wrote:Not sure if it’s always been broken or if it’s something on my end but requesting to be let out just leads to her responding that she can’t find her rope and that I’m gonna stay in her stomach a bit longer. I tested with the debug menu earlier with protective set and 75 relation ship but it stays the same even when she has 100 anger. I have all the automations set except the horny vore option. Also because the entrance to the stomach is at an angle, when I attach a rope to the tooth and go down the throat it will clip into the rounded bit at the top and cause it to fling out of her body and orbit her mouth really fast( I’m not familiar with physics engines but it might be able to be fixed if instead of having a majority of the rope be bendable, have it as a static prop until it gets to the lower esophagus where it becomes flexible).

Same thing happens to me, for what it's worth.
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Re: Experimental Vore Project (v0.0.16a October Build)

Postby Calisca3D » Sat Dec 07, 2024 4:11 pm

Hi hi! Is there a link to the Discord server for the game? The Discord server link on Patreon doesn't work.
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Re: Experimental Vore Project (v0.0.16a October Build)

Postby J3inx » Sun Dec 08, 2024 8:01 pm

sorry to give you a notification that isnt the link, but it might be faster to see if you can dm them on patreon or something
-rip loris from arcane, our 10 line king
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Re: Experimental Vore Project (v0.0.16a October Build)

Postby GiantessSandboxDev » Sat Jan 18, 2025 12:18 pm

Calisca3D wrote:Hi hi! Is there a link to the Discord server for the game? The Discord server link on Patreon doesn't work.

Sorry about that - I've updated the one on the Patreon. Discord keeps invalidating it for some reason, but I'm pretty sure I got a permanent one now.

TachibanaRei wrote:Would it be possible to have a list of all the facial expression images used in the conversations? That'd help a lot with scripting convos.
Apologies for the long wait! I made this little html document a while back to help with this very thing: https://drive.google.com/file/d/1-grmrm ... sp=sharing

J3inx wrote:Not sure if it’s always been broken or if it’s something on my end but requesting to be let out just leads to her responding that she can’t find her rope and that I’m gonna stay in her stomach a bit longer... -snip-
This is addressed in the next version by punching the stomach walls. I've also reworked the rope physics again, so I'm hopeful they'll work a bit better.

THEholySnail wrote:-snip-
What do you think of that concept?
The game already does option 3, but it's a bit buggy at the moment because of how it gets the camera position. I couldn't get to that issue this update, so I'll tinker with it after this next update.

172741018488 wrote:It's easy to trigger Trypophobia, and I hope that a setting can be added in the future.
Sorry, I didn't see this until just now, but I promise it'll be added in the update after this one!
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Experimental Vore Project (v0.0.17a January 2025 Build)

Postby GiantessSandboxDev » Sat Jan 18, 2025 12:29 pm

Pretty sizeable update (forgive the pun).

https://www.patreon.com/posts/release-g ... -120272122

Changelog:
Spoiler: show
Giantess Sandbox 0.0.17a Changelog

> SCRIPTING
- Added console (Open with ` key).
- Added the ability to call static class methods.
- Added the ability to use static class fields & properties.
- Added 'find(<wildcard>)' command. Allows you to find enum values, variable names & functions.
- Added generic function support.
- Fixed issue with calling Location.Whitelist and Location.Blacklit when specifying PickTarget criteria.
- Fixed various syntax oddities.

> PLAYER
- Added footstep sounds.
- Player animations have been sped up to match movement speed a bit better.
- You can now regain stamina much quicker if you sit down (slide).
- Scrolling while in freecam mode will now speed up / slow down the noclip speed.
- Fixed camera being turned around 180deg when placed in her mouth / sliding.
- Fixed sometimes walking in mid-air when using the teleport keys.
- Fixed bug where teleporting out of a stomach (using freecam + F7) would make the game think you're still in the stomach.
- Fixed floating animation restarting every few ticks for bots.
- Fixed weird animation bug after voluntarily being put in the Giantess' mouth.
- Fixed flying away when touching any collision if the player happens to be normal sized.
- Fixed flying away when rubbing anything while attached via rope to something.
- Fixed freecam sometimes staying rotated when toggling parent snap.
- Fixed toggling slide-mode allowing you to clip through walls at certain health values.
- Fixed graphic digestion not being displayed.
- Fixed stamina being drained when yelling, even when on cooldown.
- Fixed not being able to jump at seemingly random times.
- Fixed being able to spam jump while running at an upright wall to fly away.
- Fixed player rotating from mouse movement while in freecam mode (except when the freecam is frozen).
- Fixed X-Ray vision showing a white screen after restarting the scene.

> GIANTESS
- Added the ability for qGts_PickUp_New to satisfy DesiredEndState if the target is already inside her mouth.
- Added the ability for the Giantess to open doors while moving to a node.
- Make it easier for the Giantess to swallow the player outside of a locked swallow animation.
- Giantess no longer targets digested bots.
- Changed rope saviour method.
- She will now go search spots where she saw tinies when she gets hungry.
- Fixed Giantess being unable to pick things up that are directly underneath her.
- Fixed issue where her nipples would poke out of her dress.
- Fixed not being able to walk to random roam nodes.
- Fixed IK issue where bones would snap to (0, 0, 0) for one frame.
- Fixed acid droplet sound effects being audible when not inside the stomach.
- Fixed Giantess' hand IK quickly ending when failing to pick something up.
- Fixed 'Toggle Mouth Open' button not doing anything in its respective scenarios.
- Fixed Giantess eating nothing when laying down and pressing E.
- Fixed inverted black quads on body being shown even when being held.
- Fixed head twitching in the 'Fly into mouth' action.
- Fixed issue where Giantess would still eat you even if she recognized you after picking you up while mistaken.
- Fixed lips not moving when talking about tinies in her stomach.
- Fixed bots not having valid player references in the Giantess' memory bank if the Giantess stores them immediately after the bot is spawned.
- Fixed Giantess not bringing you to her face if she picks you up while mistaken and she realizes it's you too soon.
- Fixed issues related to GiantessActivityInterface when activities of a particular type were running on multiple subframes at the same time.

> STOMACH
- Stomach noise now starts at a random position in the audio clip when beginning digestion.
- Fixed bug where things would be considered "Outside Stomach" even if they weren't.
- Fixed bug where the player's position would go crazy if a bot was swallowed while the player was already inside the stomach.
- Fixed objects not being pushed into the intestines when they were ready.

> INTESTINES
- Fixed objects falling out (hopefully).

> BOTS
- Added follow move tolerance.
- Added new bot model 'Iva'.
- Bots will now use flashlights in dark areas.
- Fixed AI hearing issues.
- Fixed bots not being able to turn their head.
- Fixed bots not running away from untrusted Giantesses until the Giantess looks at the bot.

> LEVELS
- Added 'Eat At Table' scenario to 'Neighborhood'.
- Merged 'Pool', 'Bathroom' and 'Computer Room' into 'Neighborhood'.

> DEBUG MENU
- Added buttons & entity text to the AI list.
- Fixed Stomach tab not keeping your selection when something gets fully digested.

> MAIN MENU
- Gave main buttons a makeover.
- Level configuration files are now read on start to build the level menus.
- Fixed camera objects having collision.

> PAUSE MENU
- Added mouse sensitivity option to the Controls menu.
- Added a 'Reset Config' button to the Customize menu.

> MISC
- Implemented multi-threading support for mesh digestion, resulting in less game stutters.
- Reworked sound muffling to be more accurate.
- Fixed bugs that occurred from malformed ObjectCameraHintManager objects.
- Fixed roam nodes not generating nav points properly.
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Re: Experimental Vore Project (v0.0.17a January 2025 Build)

Postby DarkRain » Sat Jan 18, 2025 1:09 pm

GiantessSandboxDev wrote:Pretty sizeable update (forgive the pun).

https://www.patreon.com/posts/release-g ... -120272122

Changelog:
Spoiler: show
Giantess Sandbox 0.0.17a Changelog

> SCRIPTING
- Added console (Open with ` key).
- Added the ability to call static class methods.
- Added the ability to use static class fields & properties.
- Added 'find(<wildcard>)' command. Allows you to find enum values, variable names & functions.
- Added generic function support.
- Fixed issue with calling Location.Whitelist and Location.Blacklit when specifying PickTarget criteria.
- Fixed various syntax oddities.

> PLAYER
- Added footstep sounds.
- Player animations have been sped up to match movement speed a bit better.
- You can now regain stamina much quicker if you sit down (slide).
- Scrolling while in freecam mode will now speed up / slow down the noclip speed.
- Fixed camera being turned around 180deg when placed in her mouth / sliding.
- Fixed sometimes walking in mid-air when using the teleport keys.
- Fixed bug where teleporting out of a stomach (using freecam + F7) would make the game think you're still in the stomach.
- Fixed floating animation restarting every few ticks for bots.
- Fixed weird animation bug after voluntarily being put in the Giantess' mouth.
- Fixed flying away when touching any collision if the player happens to be normal sized.
- Fixed flying away when rubbing anything while attached via rope to something.
- Fixed freecam sometimes staying rotated when toggling parent snap.
- Fixed toggling slide-mode allowing you to clip through walls at certain health values.
- Fixed graphic digestion not being displayed.
- Fixed stamina being drained when yelling, even when on cooldown.
- Fixed not being able to jump at seemingly random times.
- Fixed being able to spam jump while running at an upright wall to fly away.
- Fixed player rotating from mouse movement while in freecam mode (except when the freecam is frozen).
- Fixed X-Ray vision showing a white screen after restarting the scene.

> GIANTESS
- Added the ability for qGts_PickUp_New to satisfy DesiredEndState if the target is already inside her mouth.
- Added the ability for the Giantess to open doors while moving to a node.
- Make it easier for the Giantess to swallow the player outside of a locked swallow animation.
- Giantess no longer targets digested bots.
- Changed rope saviour method.
- She will now go search spots where she saw tinies when she gets hungry.
- Fixed Giantess being unable to pick things up that are directly underneath her.
- Fixed issue where her nipples would poke out of her dress.
- Fixed not being able to walk to random roam nodes.
- Fixed IK issue where bones would snap to (0, 0, 0) for one frame.
- Fixed acid droplet sound effects being audible when not inside the stomach.
- Fixed Giantess' hand IK quickly ending when failing to pick something up.
- Fixed 'Toggle Mouth Open' button not doing anything in its respective scenarios.
- Fixed Giantess eating nothing when laying down and pressing E.
- Fixed inverted black quads on body being shown even when being held.
- Fixed head twitching in the 'Fly into mouth' action.
- Fixed issue where Giantess would still eat you even if she recognized you after picking you up while mistaken.
- Fixed lips not moving when talking about tinies in her stomach.
- Fixed bots not having valid player references in the Giantess' memory bank if the Giantess stores them immediately after the bot is spawned.
- Fixed Giantess not bringing you to her face if she picks you up while mistaken and she realizes it's you too soon.
- Fixed issues related to GiantessActivityInterface when activities of a particular type were running on multiple subframes at the same time.

> STOMACH
- Stomach noise now starts at a random position in the audio clip when beginning digestion.
- Fixed bug where things would be considered "Outside Stomach" even if they weren't.
- Fixed bug where the player's position would go crazy if a bot was swallowed while the player was already inside the stomach.
- Fixed objects not being pushed into the intestines when they were ready.

> INTESTINES
- Fixed objects falling out (hopefully).

> BOTS
- Added follow move tolerance.
- Added new bot model 'Iva'.
- Bots will now use flashlights in dark areas.
- Fixed AI hearing issues.
- Fixed bots not being able to turn their head.
- Fixed bots not running away from untrusted Giantesses until the Giantess looks at the bot.

> LEVELS
- Added 'Eat At Table' scenario to 'Neighborhood'.
- Merged 'Pool', 'Bathroom' and 'Computer Room' into 'Neighborhood'.

> DEBUG MENU
- Added buttons & entity text to the AI list.
- Fixed Stomach tab not keeping your selection when something gets fully digested.

> MAIN MENU
- Gave main buttons a makeover.
- Level configuration files are now read on start to build the level menus.
- Fixed camera objects having collision.

> PAUSE MENU
- Added mouse sensitivity option to the Controls menu.
- Added a 'Reset Config' button to the Customize menu.

> MISC
- Implemented multi-threading support for mesh digestion, resulting in less game stutters.
- Reworked sound muffling to be more accurate.
- Fixed bugs that occurred from malformed ObjectCameraHintManager objects.
- Fixed roam nodes not generating nav points properly.


This is amazing :-D :-D :-D
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Re: Experimental Vore Project (v0.0.17a January 2025 Build)

Postby Yoshi174 » Sat Jan 18, 2025 2:49 pm

I love all the new facial expressions she does as well as the cute fang she has now.
Just trying out the "at computer" setup where she drinks coffee (it's really water right though)
The intestines feel much easier to walk through and the way it pushes you through always works now.
The food flowing through the stomach through the pyloric valve looks really good, like its flowing and being sucked in. Not sure how it works now exactly with what turns into chunks and what turns into sludge flow.

I know I ask this every update pretty much but im still trying to figure out how the digest and absorb multiplier works:

Has this been simply digest multiplier = stomach digest % speed, absorb multiplier = how fast food balls absorb in the intestines?
Does a lower absorb speed allow the food balls to progress all the way to the large intestine before shrinking down and dissapearing?
What affects much each piece of food or the player contributes to the amount of food mush generated in the stomach. Is this a set value for each piece of food or player's corpse?

and how much does each absorbed food value add the breast size counter? Does the absorb multiplier speed lower this? It seemed way back in like the 3rd update before there was even the intestines update, it seemed like the absorb multiplier just would increase the rate at which the breasts grew from the player and food being digested all the way. So if you jacked up the player absosb value back then you could get the breasts growing be 50 or even 100 points if you set it right. This was a cool effect, but it seems like the functionality was lost when the absorb multiplier was changed to work with the digest food globs in the intestines. Maybe a food contribution multiplier could be added. The default seems so paltry now, would be nice to adjust that.

The player corpse still kinda sinks through the floor like a fainted pokemon when it reaches 100% digest. I don't know if this is on your radar, but it would be cool if it just sorta melted or disintegrated somehow instead. It did that kind of awkward stretching out into a bunch of lines thing many updates back.
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Re: Experimental Vore Project (v0.0.17a January 2025 Build)

Postby Azimuth11 » Sat Jan 18, 2025 6:49 pm

I've got an issue where for some reason the sliders are off like the hunger multiplier is set to 9,9999 by default which instantly maxes out the hunger and I believe it might have to do with my computer using , for decimals and . for large numbers? i'm not sure but sliders aren't really working correctly. Anyone else having this problem?
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Re: Experimental Vore Project (v0.0.17a January 2025 Build)

Postby Shinwound » Sun Jan 19, 2025 7:01 am

For some reason she always adds some big "slower digestion" effects when i'm in stomach, is there a way to fix it?
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Experimental Vore Project (v0.0.18a January 2025 Build 2)

Postby GiantessSandboxDev » Sun Jan 26, 2025 1:59 pm

This one is just a patch that fixes a few nasty bugs.

https://www.patreon.com/posts/release-g ... -120831891

Changelog:
Spoiler: show
Giantess Sandbox 0.0.18a Changelog

> PLAYER
- Added option to disable player sounds.
- Toned the adrenaline filter down due to common confusion.
- Stamina no longer scales with health when 'Infinite Stamina' is enabled.
- Fixed ragdolls crashing the game / exploding in most cases.
- Fixed cough sound not playing when choking.
- Fixed player parent being set to Giantess' bones too loosely, leading to swiping you off tables / being shoved through the floor.
- Fixed never being able to respawn again after your corpse gets digested.

> GIANTESS
- Added options to change the percentage chance of vore teasing, stomach teasing, and no teasing.
- Added lighting fix for Giantess in all scenes.
- Re-implemented Giantess taking your backpack off before swallowing you if you escaped.
- Attempted to fix Giantess' turning ability.
- Fixed toilet scene.
- Fixed being held upside down spazzing the camera out.
- Fixed Giantess showing up in her own stomach.
- Fixed clothes not being applied correctly.
- Fixed Giantess not spawning with a valid NavAgent, resulting in her not being able to walk around.

> STOMACH
- Fixed issue where food could bypass the pyloric valve entirely.
- Fixed framerate issues with having food in the stomach.
- Fixed player not being able to teleport into the intestines properly.
- Fixed player getting teleported back to the stomach if they escape.

> INTESTINES
- Fixed not being able to exit the intestines.

> TABLET
- Fixed not being able to interact with the pause menu when viewing the tablet.

> LEVELS
- Fixed all keyboard keys being piled ontop of one another.
- Fixed lighting issue in Park level when inside the Giantess' stomach.
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Re: Experimental Vore Project (v0.0.18a January 2025 Build 2

Postby limpan233 » Sun Jan 26, 2025 2:05 pm

Is there any sort of eta on xray breaking after reloading a scene? It causes the entire screen to become white until you restart the game
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Re: Experimental Vore Project (v0.0.17a January 2025 Build)

Postby GiantessSandboxDev » Sun Jan 26, 2025 2:12 pm

Yoshi174 wrote:Does a lower absorb speed allow the food balls to progress all the way to the large intestine before shrinking down and dissapearing?

That is how it's intended to work.

Yoshi174 wrote:and how much does each absorbed food value add the breast size counter? Does the absorb multiplier speed lower this? ... The default seems so paltry now, would be nice to adjust that.

A formula with unconfigurable values determines how much the breasts get vs how much her "fatness" level goes up when absorbing food. I've been meaning to re-work it and allow more configurability, but I haven't gotten around to it yet.

Yoshi174 wrote:The player corpse still kinda sinks through the floor like a fainted pokemon when it reaches 100% digest. I don't know if this is on your radar, but it would be cool if it just sorta melted or disintegrated somehow instead. It did that kind of awkward stretching out into a bunch of lines thing many updates back.

I've been researching methods to allow for mesh disintegration, but didn't find anything I like. I've decided to just go ahead and use the MeshDigest system I made and use that for disintegration. It has yet to be implemented.
As for the ragdoll stretching bug, that should be fixed in the latest update. Here's hoping!

limpan233 wrote:Is there any sort of eta on xray breaking after reloading a scene? It causes the entire screen to become white until you restart the game

I could not replicate this bug, but still tried to implement a fix where I thought it could break. I'm guessing it didn't fix it, then?
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Experimental Vore Project (v0.0.19a January 2025 Build 3)

Postby GiantessSandboxDev » Wed Jan 29, 2025 1:25 pm

Okay, this'll be the last hotfix for this version - I'm going to get started on the next content update.

https://www.patreon.com/posts/hotfix-giantess-121052111

Changelog:
Spoiler: show
Giantess Sandbox 0.0.19a Changelog

> SCRIPTING
- Fixed not being able to call generic methods with integral types.

> PLAYER
- Added the ability to holster the Tablet.
- Added the ability to select what you want to unholster if you hold the unholster key with multiple items holstered.
- Fixed awkward chest wiggle while running backwards and to the right with a flashlight out.

> GIANTESS
- Fixed Giantess still picking you up after realizing she mistook you for food.
- Fixed being teleported into the Giantess' stomach if you get too close to various areas on her body. Mostly her bum.
- Fixed Giantess walking in circles if her destination is above her midsection.
- Fixed Giantess being placed incorrectly in the 'Dinner Time' scenario.
- Fixed non-sentient items being offset incorrectly when picked up.
- Fixed footstep sounds when starting the 'Dinner Time' scenario.

> STOMACH
- Fixed certain food not breaking apart correctly.

> DEBUG MENU
- Fixed spawn menu not working after restarting the scene.

> MAIN MENU / PAUSE MENU
- Fixed being flashbanged when previewing the 'Park' level.
- Fixed level names not being shown correctly in the 'Quick Start Game' subtext.
- Fixed probabilities not saving unless being directly affected.

> MISC
- Fixed weird bug with WaterZone where it would occasionally generate errors.
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Re: Experimental Vore Project (v0.0.19a January 2025 Build 3

Postby Yoshi174 » Wed Jan 29, 2025 6:12 pm

Thank you again for all the fixes on this amazing project and reception to comments.

GiantessSandboxDev wrote:A formula with unconfigurable values determines how much the breasts get vs how much her "fatness" level goes up when absorbing food. I've been meaning to re-work it and allow more configurability, but I haven't gotten around to it yet.

^You can kind of play with it now by adjusting the max size to a really tiny number, like .25, 1, 2 etc to achieve the speed of "growth" you want for them once food is digested.
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Re: Experimental Vore Project (v0.0.19a January 2025 Build 3

Postby goddy67555 » Sat Mar 08, 2025 7:15 pm

I've got a problem with the new save method: I actually don't understand how it goes. Could you tell me how does that work exactly, please?
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