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ShiggyDiggyIggy

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A member registered Oct 15, 2021 · View creator page →

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I just discovered how to fix this as a non-expert. The Wolf's Howl Thicc Water prefabs are referencing a different version of the Thicc Water prefab asset. You can see this in the Unity console, with a missing GUID# 0365469d4b86a5b43a3d455bdf962ac8

You will need the Thicc Water prefab imported into your project ahead of time (separate purchase).

If you open the VRCFThiccWater-Full.prefab.meta file (or VRCFThiccWater-Basic.prefab.meta if you prefer) from your project folder, you can see the GUID you need to use.

1. Close your Unity project.

2. Open the WolfsHowl-Base-Thicc.prefab and/or other ThiccWaterPreconfig prefab files in Notepad or another text editor.

3. Do a Find and Replace for the missing ~2ac8 GUID above. Replace all references to it with the appropriate Thicc Water GUID you found in your .meta file.

4. Save and close the Wolf's Howl ThiccWaterPreconfig prefab file(s).

5. Reopen your project, and boom! Thicc Water just works. You will get a new expressions submenu for it.

I just got this set up on my main avatar, and it's pretty easy! The concept is that you are constraining the overall positional/spatial movement of the Howl by tying it to the thighs, which are more fixed in their positioning. Without parent constraints, if I crouched down (FBT), the Howl would end up unnaturally low between my legs. With these parent constraints and a customized Weight, you can make these movements more natural.

1. Select the root asset—the entire Wolf's Howl prefab—scroll down its Inspector window, and Add Component > VRC Parent Constraint. The VRC version is more efficient for what we're doing. You can lock the Inspector window to make a lot of this easier.

2. In VRC Parent Constraint settings, click the + sign to add Sources until you have two. Find your thigh bones in your avatars armature; they won't always be labeled thighs, because it depends on the maker (mine say Leg_Upper). Use your left mouse button to click and drag these left and right thighs into the Source Transform fields. It's easier than using the picker dialog.

3. Still in Sources, set a Weight of 0.1 to each thigh as per the commenter above. I did not test what higher values would do.

4. Near the top of the VRC Parent Constraint section, set a Weight between 0 and 1. You can experiment with test builds to find the best value and visual result. For me, this was between 0.3 and 0.4, but it depends on your specific avatar and preferences. A Weight of 1 made the Howl's spatial positioning so static that when I crouched down it immediately became absorbed into my avatar's belly, so I don't think a Weight of 1 will be useful for anyone.

5. Solve in World Space (default). You can test Local Space for a potentially funny result (I'm keeping those screenshots), but you will definitely want it to be World Space.

6. Enable "Is Active" at the top of the VRC Parent Constraint section. You will see all the position/rotation/offset values autofill.

7. Enjoy!

P.S. I'm not an expert, so if anyone else has more input, please share!

I really enjoy the character designs, animations, and gameplay loop. This is a great, addictive game. I'm going to spread the word. Btw, you can cheese it a bit by leaving one ladder up at the end of a match to rack up your gnoll kill count in order to get a bunch of power up options before the next round.

To the dev: I've posted about some sound issues in the Steam discussion forum.

Episode Frasier is superb! Love the new characters and can't wait to see more.

This scratches an itch I've had since finishing the original Echo VN. It stays true to the horror roots while taking place in a split timeline, or a kind of Twilight Zone pocket dimension of doom. I love the story, characterizations, and spritework so far. It's going to be tough to wait for more routes to be finished!

I'm really enjoying this VN and rooting for our protag Owen!

I'm sorry, all I can tell you is that I did not modify any files (or configs). It's "20250203SoryuEnglishNormal1_01.zip" ...

The only thing I did differently was use 7-zip to extract the files via terminal, because I don't want to install WinRAR, but that should have no bearing here.

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I found that both the RPGMaker XP runtime and the Soryu-Emaki game files needed to be extracted from zip with Japanese character encoding. At least one of the install wizards still had garbled characters, but it installed OK. The Locale Emulator just installs as normal, then you right click the Soryu "Game.exe" to do "Locale Emulator > Run in Japanese" (Windows 11 requires you to select "Show More Options" first—thanks Microsoft).

Other notes:

Xbox controller inputs work, though the button mapping is a bit strange for my preferences.

The game window is tiny on my 4K display, but pressing Alt+Enter will toggle fullscreen.

Oddly, when I only extracted RPGMaker XP with Japanese encoding, but not the game, the game actually booted, but then crashed when selecting new game because it could not load audio/image resource files (bad filenames). It also did not recognize Xbox controller inputs.

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Bug report for ya. In v108... The shaman came to my camp for the first time, and I lit the lanterns, then he began speaking of the Gardeners. However, after I hit A on the controller to read the next lines, it sped through the rest of the text very quickly until the task completed. I'm pretty sure there's nothing wrong with my controller, and I was not pressing anything.

Please let me know if I can help in any way; I can provide save files or perform more troubleshooting.

I've encountered a softlock during Spiceport City Day 6 playing 0.48a.

  1.  Killigan helped round up some children and got paid.
  2. Then, strangely, he goes to Bareleaf Park without my input and acts like it's his first time there (it wasn't)
  3. After that, he pulls up the map and there is nothing clickable on it—only arrows to alternate between East to West maps. At this point all I can do is Alt+F4.

Is this a new one?

Played a little bit of it tonight. Pretty cool! I'm interested to know more of Kivu's story.

I tend to play these games with an xinput compatible controller, and it seemed like the basic controls were there but not jump/dash, melee attack, or ranged attack. So I was trying to use two different controls at the same time - controller and keyboard/touchpad. My initial thought on this is the right analog stick can be for melee attacks: push the stick in a direction and it attacks in that direction. Maybe the right analog trigger could be used for ranged attacks. Right shoulder button for jump/dash?

Looking forward to more development!

Finished the update, it 's amazing! I really enjoy the new characters, and the development of old characters. It was a long wait, but totally worth it!

This is the game I most look forward to seeing updated right now. Love it!