HeavenStudioPlus/Assets/Resources/Games/dogNinja.prefab

4762 lines
139 KiB
Plaintext
Raw Normal View History

Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1 &119991411479083905
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 2760975740585405935}
- component: {fileID: 1780506401517458247}
- component: {fileID: 4494871422713187218}
m_Layer: 0
m_Name: ThrownObject
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &2760975740585405935
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 119991411479083905}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -5.500002, y: -21.8, z: 0}
m_LocalScale: {x: 1.175, y: 1.175, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 1671099869309974123}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &1780506401517458247
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 119991411479083905}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_SortingOrder: -10
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: -2307065246004786754, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1.57, y: 1.8}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &4494871422713187218
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 119991411479083905}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 5ac06902fd6630045a550c76211fcc63, type: 3}
m_Name:
m_EditorClassIdentifier:
inList: 0
state:
gameObject: {fileID: 119991411479083905}
early: 0
perfect: 0
late: 0
createBeat: 0
eligibleHitsList: []
aceTimes: 0
isEligible: 0
triggersAutoplay: 1
startBeat: 0
type: 0
fromLeft: 0
shouldSfx: 1
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
direction: 0
sfxNum:
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
curve: {fileID: 0}
barelyCurve: {fileID: 0}
BarelyLeftCurve: {fileID: 5959598018215963193}
BarelyRightCurve: {fileID: 4156529297438955755}
HalvesLeftBase: {fileID: 8462363345267808632}
HalvesRightBase: {fileID: 997672822965154321}
ObjectParent: {fileID: 0}
objectLeftHalves:
- {fileID: -5050977528292827191, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -6734710479057769413, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -4224965088989368079, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: 2700999618970503842, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: 2837375447866911087, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: 7885473240981275884, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: 6441252700597445463, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: 8476709041252288888, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -6223893393952614859, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -4519072383536912777, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: -3132885281078556448, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: -7944245295668935948, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: 8606704304367512636, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: -5925680740112638021, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: 110770723945580571, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
- {fileID: -130797512336752496, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: -3347077256180618593, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: -7594402133338608887, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
objectRightHalves:
- {fileID: -1966485124414453226, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -5461002889550892160, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -9153267674622985528, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -3469113974801478940, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -1857677153745663653, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: 6463813537545185478, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -2960375969769432221, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -5759490930458033094, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -874507558836862450, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: 6361375371497706966, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: 1971698216606203520, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: -1058871720487976607, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: 8659010476580760093, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: -5567381644477528568, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: 4129141875657070858, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
- {fileID: 8490305602720712907, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: -4417643877713306750, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: 3508372842914876614, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
--- !u!1 &127654075222335198
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 2078672318315355962}
m_Layer: 0
m_Name: HalvesHolder
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!4 &2078672318315355962
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 127654075222335198}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 1048894730547048102}
- {fileID: 4255175261387265698}
m_Father: {fileID: 8526352886943428752}
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &212002104449361689
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6193683913675132757}
- component: {fileID: 4477897808205248166}
m_Layer: 0
m_Name: DogTorso
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &6193683913675132757
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 212002104449361689}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -5.589496, y: -3.1524081, z: 0}
m_LocalScale: {x: 1.174, y: 1.174, z: 1.174}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 4588345423415366234}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &4477897808205248166
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 212002104449361689}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 2
m_Sprite: {fileID: -6282192768022493996, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 2.65, y: 4.1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &251698304462193586
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 8158615407312557299}
- component: {fileID: 7591395307166766917}
m_Layer: 0
m_Name: Sky
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &8158615407312557299
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 251698304462193586}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -0.96, y: 4.0549, z: 0}
m_LocalScale: {x: 1.162977, y: 1.162977, z: 1.162977}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 2985043052276051408}
- {fileID: 4337023818954580426}
- {fileID: 5828754570448765872}
m_Father: {fileID: 2552920471063393960}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &7591395307166766917
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 251698304462193586}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_SortingOrder: -100
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: -9220056470471798509, guid: 444fe02d3b82ac4488cd49e924016de7, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 17.36, y: 8.94}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &804613436107147696
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 2985043052276051408}
- component: {fileID: 7863834646006126127}
m_Layer: 0
m_Name: BgExtender_Top
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &2985043052276051408
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 804613436107147696}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 18.3474, z: 0}
m_LocalScale: {x: 106, y: 29.872805, z: 0.85986227}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 8158615407312557299}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &7863834646006126127
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 804613436107147696}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_SortingOrder: -500
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: 7482667652216324306, guid: 48e93eef0688c4a259cb0eddcd8661f7, type: 3}
m_Color: {r: 0.33333334, g: 0.27058825, b: 0.5921569, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &997672822965154321
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4255175261387265698}
- component: {fileID: 7206843505938361017}
- component: {fileID: 5646879835731180444}
m_Layer: 0
m_Name: HalvesRightBase
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &4255175261387265698
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 997672822965154321}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -6.500001, y: -24.900003, z: 0}
m_LocalScale: {x: 1.175, y: 1.175, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2078672318315355962}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &7206843505938361017
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 997672822965154321}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
m_SortingOrder: -12
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: -1966485124414453226, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1.38, y: 1.8}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &5646879835731180444
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 997672822965154321}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 6f3ef60f47c093b45a623a707f33c877, type: 3}
m_Name:
m_EditorClassIdentifier:
inList: 0
state:
gameObject: {fileID: 0}
early: 0
perfect: 0
late: 0
createBeat: 0
eligibleHitsList: []
aceTimes: 0
isEligible: 0
triggersAutoplay: 1
startBeat: 0
objPos: {x: 0, y: 0, z: 0}
lefty: 0
rotSpeed: 140
fallLeftCurve: {fileID: 7764367815067799206}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
fallRightCurve: {fileID: 7122240029612248645}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
halvesParent: {fileID: 2078672318315355962}
--- !u!1 &1203023033644261752
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4337023818954580426}
- component: {fileID: 5828790793917205597}
m_Layer: 0
m_Name: BackgroundGradient
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &4337023818954580426
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1203023033644261752}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 100, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 8158615407312557299}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &5828790793917205597
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1203023033644261752}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_SortingOrder: -400
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: 7349651895747566427, guid: 444fe02d3b82ac4488cd49e924016de7, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1.06, y: 8.73}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &1243363950588641710
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 9024638426728498595}
- component: {fileID: 4081359746320109595}
m_Layer: 0
m_Name: DogArmRight
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &9024638426728498595
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1243363950588641710}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -2.2689958, y: -1.143, z: 0}
m_LocalScale: {x: 1.174, y: 1.174, z: 1.174}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 4588345423415366234}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &4081359746320109595
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1243363950588641710}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 3
m_Sprite: {fileID: 6951869191609378690, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 4.33, y: 3.3}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &1364098640549960277
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3264851604405914825}
- component: {fileID: 2051335251533102883}
m_Layer: 0
m_Name: Water
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3264851604405914825
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1364098640549960277}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 1.2528, y: -1.8276, z: 0}
m_LocalScale: {x: 1.161757, y: 1.0444324, z: 1.1224647}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2552920471063393960}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &2051335251533102883
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1364098640549960277}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_SortingOrder: -80
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: 6279726785370437129, guid: 444fe02d3b82ac4488cd49e924016de7, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 2
m_Size: {x: 102.329384, y: 1.7290864}
m_AdaptiveModeThreshold: 0.165
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &1834273976275115417
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 2552920471063393960}
m_Layer: 0
m_Name: Background
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &2552920471063393960
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1834273976275115417}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -4.589473, y: -2.4983993, z: 0}
m_LocalScale: {x: 1, y: 1, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 8158615407312557299}
- {fileID: 3967730055284695801}
- {fileID: 3264851604405914825}
- {fileID: 2458549461439153931}
- {fileID: 3809734629619015499}
- {fileID: 4854341902159240752}
- {fileID: 6380493845518260388}
m_Father: {fileID: 3661019275362709209}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1849960550635272240
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3128347709584053428}
- component: {fileID: 3600138040717927439}
m_Layer: 0
m_Name: Sword
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3128347709584053428
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1849960550635272240}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -5.8489957, y: -3.078408, z: 0}
m_LocalScale: {x: 1.174, y: 1.174, z: 1.174}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 4588345423415366234}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &3600138040717927439
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1849960550635272240}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 5
m_Sprite: {fileID: -1879306598302859882, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 2.58, y: 4.94}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &1950281162595730128
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 8089305426511183236}
- component: {fileID: 4001484992757732421}
m_Layer: 0
m_Name: Point 2
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &8089305426511183236
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1950281162595730128}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalPosition: {x: -12.8380575, y: -10.143763, z: 0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 7533458038457786255}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &4001484992757732421
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1950281162595730128}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 7191847337805905266}
handleType: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
leftHandleLocalPosition: {x: 0.30874157, y: 3.5202599, z: 0}
rightHandleLocalPosition: {x: -0.30874157, y: -3.5202599, z: -0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
--- !u!1 &2036617222703689109
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3796247488746786798}
- component: {fileID: 5107069537086781284}
m_Layer: 0
m_Name: Point 2
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3796247488746786798
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2036617222703689109}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -9.484156, y: -9.85301, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 4580384114007305550}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &5107069537086781284
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2036617222703689109}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 5959598018215963193}
handleType: 0
leftHandleLocalPosition: {x: 0.052945137, y: 3.0470364, z: 0}
rightHandleLocalPosition: {x: -0.052945137, y: -3.0470364, z: -0}
--- !u!1 &2060441847893131901
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6834957740397158014}
- component: {fileID: 6210358652310210072}
m_Layer: 0
m_Name: DogArmLeft
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &6834957740397158014
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2060441847893131901}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -9.02, y: -2.38, z: 0}
m_LocalScale: {x: 1.174, y: 1.174, z: 1.174}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 4588345423415366234}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &6210358652310210072
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2060441847893131901}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 3
m_Sprite: {fileID: -6539790028955775496, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 4.39, y: 2.4}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &2062766426877255546
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3809734629619015499}
- component: {fileID: 7607850584878081163}
m_Layer: 0
m_Name: Tree_Left
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3809734629619015499
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2062766426877255546}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -8.769523, y: 1.7499912, z: 0}
m_LocalScale: {x: 1.1660206, y: 1.1660206, z: 1.1660206}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2552920471063393960}
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &7607850584878081163
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2062766426877255546}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_SortingOrder: -50
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: -4388551628504022871, guid: 444fe02d3b82ac4488cd49e924016de7, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 4.67, y: 7.79}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &2077183397172792248
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1664301961629353688}
- component: {fileID: 8408056491242676466}
m_Layer: 0
m_Name: Point 0
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1664301961629353688
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2077183397172792248}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -6.3241086, y: -6.6529636, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 1920451417789570886}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &8408056491242676466
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2077183397172792248}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 4156529297438955755}
handleType: 0
leftHandleLocalPosition: {x: 0.0058932304, y: -2.9999998, z: -0}
rightHandleLocalPosition: {x: -0.0058932304, y: 2.9999998, z: 0}
--- !u!1 &2158960772686294702
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4588345423415366234}
m_Layer: 0
m_Name: DogBody
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &4588345423415366234
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2158960772686294702}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 3128347709584053428}
- {fileID: 6193683913675132757}
- {fileID: 6834957740397158014}
- {fileID: 9024638426728498595}
m_Father: {fileID: 2343860379541292835}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &2345899427382000280
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 9090671386772390765}
m_Layer: 0
m_Name: Bird
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &9090671386772390765
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2345899427382000280}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 6141650836764449341}
- {fileID: 3508355828836896233}
m_Father: {fileID: 6570085815560366024}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!1 &2488711815545919274
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 7794010570039865837}
- component: {fileID: 5028931464679965393}
m_Layer: 0
m_Name: LeftHalfCurveR
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &7794010570039865837
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2488711815545919274}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
m_LocalPosition: {x: 13.030002, y: -0.94, z: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalScale: {x: 1, y: 1, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Children:
- {fileID: 2559293408959807264}
- {fileID: 3112852134986110348}
- {fileID: 3112011667709760013}
m_Father: {fileID: 616678555521767586}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &5028931464679965393
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2488711815545919274}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 066a41e004f415b4eb74d5e61a2aadbe, type: 3}
m_Name:
m_EditorClassIdentifier:
curveColor: {r: 0, g: 1, b: 0, a: 1}
startPointColor: {r: 1, g: 0, b: 0, a: 1}
endPointColor: {r: 0, g: 0, b: 1, a: 1}
sampling: 25
keyPoints:
- {fileID: 154361242173614911}
- {fileID: 9020204539912710894}
- {fileID: 4392175325198551550}
normalizedTime: 0.5
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
--- !u!1 &2509340608201538613
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 204034681976013098}
- component: {fileID: 6940664264412797003}
m_Layer: 0
m_Name: DogHead
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &204034681976013098
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2509340608201538613}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -5.57, y: -0.608, z: 1}
m_LocalScale: {x: 1.174, y: 1.174, z: 1.174}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2343860379541292835}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &6940664264412797003
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2509340608201538613}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_Sprite: {fileID: -6396018286149164355, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 3.39, y: 2.71}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &2635415706908738916
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 8805828212272555006}
- component: {fileID: 2502874712455836316}
m_Layer: 0
m_Name: Point 2
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &8805828212272555006
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2635415706908738916}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 10.10561, y: -8.491574, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 6329894575619393642}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &2502874712455836316
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2635415706908738916}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 8538313959133990924}
handleType: 0
leftHandleLocalPosition: {x: -2.8413267, y: 4.4605327, z: 0}
rightHandleLocalPosition: {x: 2.8413267, y: -4.4605327, z: -0}
--- !u!1 &2669421809586024598
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 5405669359230338777}
- component: {fileID: 3663541009833299823}
m_Layer: 0
m_Name: Smoke (1)
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!4 &5405669359230338777
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2669421809586024598}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -4.25, y: 2.8, z: 0}
m_LocalScale: {x: 1.1740003, y: 1.1740003, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2343860379541292835}
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &3663541009833299823
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2669421809586024598}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_Sprite: {fileID: -7059889086753076414, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 5.03, y: 6.52}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &2854553515108766894
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1671099869309974123}
m_Layer: 0
m_Name: ObjectHolder
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!4 &1671099869309974123
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2854553515108766894}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 2760975740585405935}
m_Father: {fileID: 8526352886943428752}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &2996162329579325789
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3661019275362709209}
- component: {fileID: 4542966729274958099}
m_Layer: 0
m_Name: dogNinja
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3661019275362709209
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2996162329579325789}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 4.89, y: -0.63, z: 0}
m_LocalScale: {x: 0.89, y: 0.89, z: 0.89}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 8526352886943428752}
- {fileID: 2552920471063393960}
- {fileID: 2343860379541292835}
- {fileID: 6570085815560366024}
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &4542966729274958099
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2996162329579325789}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b82899be2d36d2d48ad3ef1a3ce1c7de, type: 3}
m_Name:
m_EditorClassIdentifier:
SoundSequences:
- name: hereWeGo
sequence:
game: 1
force: 0
clips:
- clip: here
beat: 0
pitch: 0
volume: 0
looping: 0
offset: 0
parameters: []
- clip: we
beat: 0.5
pitch: 0
volume: 0
looping: 0
offset: 0
parameters: []
- clip: go
beat: 1
pitch: 0
volume: 0
looping: 0
offset: 0
parameters: []
EligibleHits: []
scheduledInputs: []
firstEnable: 0
DogAnim: {fileID: 1770250701376598399}
BirdAnim: {fileID: 4964290445827434540}
ObjectBase: {fileID: 119991411479083905}
FullBird: {fileID: 3439822116337821266}
WhichObject: {fileID: 1780506401517458247}
WhichLeftHalf: {fileID: 8550182553065708291}
WhichRightHalf: {fileID: 7206843505938361017}
cutEverythingText: {fileID: 8405214087581042494}
CurveFromLeft: {fileID: 2592536718110886033}
CurveFromRight: {fileID: 8538313959133990924}
ObjectTypes:
- {fileID: 0}
- {fileID: -2307065246004786754, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -8193243024434243029, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -4558995800770467923, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -6042395707949155657, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: 2162620871049581945, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -8344292063960407636, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: -6257565696736172525, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: 1079721184413091945, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: 8901904509101664804, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
- {fileID: 6629254383551518635, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: 4583951367997794414, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: -7944245295668935948, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: 3685531665740603113, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: 8158683621920566786, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: 2661523571443289938, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
- {fileID: 2196219148037962045, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
- {fileID: -6292424158522327523, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
- {fileID: 2053246660185171032, guid: 4e56f90ec52abea4ea8c4c7bb6df84d5, type: 3}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!1 &3156757135167865752
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
- component: {fileID: 3302792511028605255}
- component: {fileID: 7051936509986659780}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Layer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Name: Point 2
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!4 &3302792511028605255
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 3156757135167865752}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalPosition: {x: -12.656196, y: -7.6399393, z: 0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Father: {fileID: 3243475171607270065}
m_RootOrder: 2
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!114 &7051936509986659780
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 3156757135167865752}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
curve: {fileID: 7122240029612248645}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
handleType: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
leftHandleLocalPosition: {x: 0.3795538, y: 2.506566, z: 0}
rightHandleLocalPosition: {x: -0.3795538, y: -2.506566, z: -0}
--- !u!1 &3165026792835370398
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
- component: {fileID: 3764752037029567640}
- component: {fileID: 3661268666519760014}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Layer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Name: Point 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!4 &3764752037029567640
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 3165026792835370398}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalPosition: {x: -4.532079, y: -7.02791, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Father: {fileID: 273414665257742554}
m_RootOrder: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!114 &3661268666519760014
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3165026792835370398}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 7764367815067799206}
handleType: 0
leftHandleLocalPosition: {x: 0.12512398, y: -2.8163233, z: -0}
rightHandleLocalPosition: {x: -0.12512398, y: 2.8163233, z: 0}
--- !u!1 &3429172520704950774
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 5670143631400766403}
- component: {fileID: 6262346725315416560}
m_Layer: 0
m_Name: Point 1
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &5670143631400766403
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3429172520704950774}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -8.94, y: 3.36, z: 0}
m_LocalScale: {x: 1.1235956, y: 1.1235956, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Children: []
m_Father: {fileID: 7533458038457786255}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &6262346725315416560
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3429172520704950774}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 7191847337805905266}
handleType: 0
leftHandleLocalPosition: {x: 2.1649692, y: -0.034568284, z: 0}
rightHandleLocalPosition: {x: -2.1649692, y: 0.034568284, z: -0}
--- !u!1 &3439822116337821266
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6570085815560366024}
- component: {fileID: 4964290445827434540}
m_Layer: 0
m_Name: BirdFull
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!4 &6570085815560366024
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3439822116337821266}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 9090671386772390765}
- {fileID: 3340178806499838685}
m_Father: {fileID: 3661019275362709209}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!95 &4964290445827434540
Animator:
serializedVersion: 5
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3439822116337821266}
m_Enabled: 1
m_Avatar: {fileID: 0}
m_Controller: {fileID: 9100000, guid: 8099d1c8a320e8846a95111bb093bc01, type: 2}
m_CullingMode: 0
m_UpdateMode: 0
m_ApplyRootMotion: 0
m_LinearVelocityBlending: 0
m_StabilizeFeet: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_WarningMessage:
m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
--- !u!1 &3532650726890550422
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 2024227379699074830}
- component: {fileID: 3848643011489677522}
m_Layer: 0
m_Name: Point 0
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &2024227379699074830
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3532650726890550422}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalPosition: {x: -6.2104216, y: -8.436971, z: 0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 7533458038457786255}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &3848643011489677522
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3532650726890550422}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 7191847337805905266}
handleType: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
leftHandleLocalPosition: {x: 0.113266945, y: -3.239089, z: -0}
rightHandleLocalPosition: {x: -0.113266945, y: 3.239089, z: 0}
--- !u!1 &3645160475886178620
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
- component: {fileID: 3243475171607270065}
- component: {fileID: 7122240029612248645}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Layer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Name: RightHalfCurveR
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_IsActive: 1
--- !u!4 &3243475171607270065
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 3645160475886178620}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
m_LocalPosition: {x: 11.33, y: -1.6800001, z: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalScale: {x: 1, y: 1, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Children:
- {fileID: 5591757540497211147}
- {fileID: 1753326638425788482}
- {fileID: 3302792511028605255}
m_Father: {fileID: 616678555521767586}
m_RootOrder: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!114 &7122240029612248645
MonoBehaviour:
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 3645160475886178620}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Enabled: 1
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 066a41e004f415b4eb74d5e61a2aadbe, type: 3}
m_Name:
m_EditorClassIdentifier:
curveColor: {r: 0, g: 1, b: 0, a: 1}
startPointColor: {r: 1, g: 0, b: 0, a: 1}
endPointColor: {r: 0, g: 0, b: 1, a: 1}
sampling: 25
keyPoints:
- {fileID: 2206873450175327429}
- {fileID: 3875198055747721367}
- {fileID: 7051936509986659780}
normalizedTime: 0.5
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
--- !u!1 &3873105710432125205
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 7091146814393378156}
- component: {fileID: 4589763695761777545}
m_Layer: 0
m_Name: Point 1
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &7091146814393378156
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3873105710432125205}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -5.55502, y: 3.663204, z: 0}
m_LocalScale: {x: 1.1235956, y: 1.1235956, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 6329894575619393642}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &4589763695761777545
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3873105710432125205}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 8538313959133990924}
handleType: 0
leftHandleLocalPosition: {x: -5.7237043, y: -0.016559504, z: -0}
rightHandleLocalPosition: {x: 5.7237043, y: 0.016559504, z: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!1 &3931864572597260839
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 616678555521767586}
m_Layer: 0
m_Name: FallRightCurves
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &616678555521767586
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3931864572597260839}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: -0.73000014, z: 0}
m_LocalScale: {x: -1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Children:
- {fileID: 3243475171607270065}
- {fileID: 7794010570039865837}
m_Father: {fileID: 8526352886943428752}
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
--- !u!1 &3983977351169682692
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4866762801870682470}
- component: {fileID: 6040921256733375763}
m_Layer: 0
m_Name: Point 1
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &4866762801870682470
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3983977351169682692}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -5.55502, y: 3.663204, z: 0}
m_LocalScale: {x: 1.1235956, y: 1.1235956, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 7559295357338513821}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &6040921256733375763
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3983977351169682692}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 2592536718110886033}
handleType: 0
leftHandleLocalPosition: {x: -5.7237043, y: -0.016559504, z: -0}
rightHandleLocalPosition: {x: 5.7237043, y: 0.016559504, z: 0}
--- !u!1 &4093891180175326150
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6329894575619393642}
- component: {fileID: 8538313959133990924}
m_Layer: 0
m_Name: CurveFromRight
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &6329894575619393642
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4093891180175326150}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -5.56, y: 0.7116, z: 0}
m_LocalScale: {x: -1, y: 1, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 3968228384323218670}
- {fileID: 7091146814393378156}
- {fileID: 8805828212272555006}
m_Father: {fileID: 8526352886943428752}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &8538313959133990924
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4093891180175326150}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 066a41e004f415b4eb74d5e61a2aadbe, type: 3}
m_Name:
m_EditorClassIdentifier:
curveColor: {r: 0, g: 1, b: 0, a: 1}
startPointColor: {r: 1, g: 0, b: 0, a: 1}
endPointColor: {r: 0, g: 0, b: 1, a: 1}
sampling: 50
keyPoints:
- {fileID: 2933729466758510194}
- {fileID: 4589763695761777545}
- {fileID: 2502874712455836316}
normalizedTime: 0.5
--- !u!1 &4278369759501612360
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3967730055284695801}
- component: {fileID: 6371935105028550855}
m_Layer: 0
m_Name: Mountains
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3967730055284695801
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4278369759501612360}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 1.2179, y: 1.09708, z: 0}
m_LocalScale: {x: 1.167, y: 1.154, z: 1.1735015}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2552920471063393960}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &6371935105028550855
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4278369759501612360}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_SortingOrder: -90
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: 5505678769135608673, guid: 444fe02d3b82ac4488cd49e924016de7, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 2
m_Size: {x: 101.916046, y: 4.025626}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &4616088995921529143
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 7559295357338513821}
- component: {fileID: 2592536718110886033}
m_Layer: 0
m_Name: CurveFromLeft
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &7559295357338513821
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4616088995921529143}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -5.56, y: 0.7116, z: 0}
m_LocalScale: {x: 1, y: 1, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 6343600308326898126}
- {fileID: 4866762801870682470}
- {fileID: 125613286636153823}
m_Father: {fileID: 8526352886943428752}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &2592536718110886033
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4616088995921529143}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 066a41e004f415b4eb74d5e61a2aadbe, type: 3}
m_Name:
m_EditorClassIdentifier:
curveColor: {r: 0, g: 1, b: 0, a: 1}
startPointColor: {r: 1, g: 0, b: 0, a: 1}
endPointColor: {r: 0, g: 0, b: 1, a: 1}
sampling: 50
keyPoints:
- {fileID: 3720315606078593935}
- {fileID: 6040921256733375763}
- {fileID: 7859588044496913337}
normalizedTime: 0.5
--- !u!1 &4876085993654493410
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 8719295698276431388}
- component: {fileID: 4240961763408499784}
m_Layer: 0
m_Name: Smoke
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!4 &8719295698276431388
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4876085993654493410}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -4.55, y: 1.83, z: 0}
m_LocalScale: {x: 1.1740003, y: 1.1740003, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2343860379541292835}
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &4240961763408499784
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4876085993654493410}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 1
m_Sprite: {fileID: -7216627305146660984, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 1
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 5.03, y: 6.52}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &5049606878893411874
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4105870158783184291}
- component: {fileID: 908556981283256045}
m_Layer: 0
m_Name: Point 0
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &4105870158783184291
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5049606878893411874}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -6.3241086, y: -6.6529636, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 4580384114007305550}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &908556981283256045
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5049606878893411874}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 5959598018215963193}
handleType: 0
leftHandleLocalPosition: {x: 0.0058932304, y: -2.9999998, z: -0}
rightHandleLocalPosition: {x: -0.0058932304, y: 2.9999998, z: 0}
--- !u!1 &5156729802950089260
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4854341902159240752}
- component: {fileID: 6645435403632768539}
m_Layer: 0
m_Name: Ledge_Right
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &4854341902159240752
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5156729802950089260}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 7.104177, y: -0.017008781, z: 0}
m_LocalScale: {x: 1.1858948, y: 1.1858948, z: 1.1858948}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2552920471063393960}
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &6645435403632768539
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5156729802950089260}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_SortingOrder: -60
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: -1016285062031190712, guid: 444fe02d3b82ac4488cd49e924016de7, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 3.78, y: 4.96}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &5175079262672304035
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3968228384323218670}
- component: {fileID: 2933729466758510194}
m_Layer: 0
m_Name: Point 0
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3968228384323218670
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5175079262672304035}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -20.911772, y: -8.2020855, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 6329894575619393642}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &2933729466758510194
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5175079262672304035}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 8538313959133990924}
handleType: 0
leftHandleLocalPosition: {x: -2.7949734, y: -4.0161676, z: -0}
rightHandleLocalPosition: {x: 2.7949734, y: 4.0161676, z: 0}
--- !u!1 &5340671340987037539
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 2458549461439153931}
- component: {fileID: 3095557423307850753}
m_Layer: 0
m_Name: Ledge_Left
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &2458549461439153931
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5340671340987037539}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -7.3795233, y: 2.4599912, z: 0}
m_LocalScale: {x: 1.1615742, y: 1.1615742, z: 1.1615742}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2552920471063393960}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &3095557423307850753
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5340671340987037539}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_SortingOrder: -70
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: -7567829866506320893, guid: 444fe02d3b82ac4488cd49e924016de7, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 6.8, y: 8.98}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &5441481875736147362
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 7533458038457786255}
- component: {fileID: 7191847337805905266}
m_Layer: 0
m_Name: LeftHalfCurveL
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &7533458038457786255
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5441481875736147362}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
m_LocalPosition: {x: 2.04, y: -0.94, z: 0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalScale: {x: 1, y: 1, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 2024227379699074830}
- {fileID: 5670143631400766403}
- {fileID: 8089305426511183236}
m_Father: {fileID: 3070939060713267287}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &7191847337805905266
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5441481875736147362}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 066a41e004f415b4eb74d5e61a2aadbe, type: 3}
m_Name:
m_EditorClassIdentifier:
curveColor: {r: 0, g: 1, b: 0, a: 1}
startPointColor: {r: 1, g: 0, b: 0, a: 1}
endPointColor: {r: 0, g: 0, b: 1, a: 1}
sampling: 25
keyPoints:
- {fileID: 3848643011489677522}
- {fileID: 6262346725315416560}
- {fileID: 4001484992757732421}
normalizedTime: 0.5
--- !u!1 &5602682375597318533
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 5160578298230474031}
- component: {fileID: 3277606451728169111}
m_Layer: 0
m_Name: Slash1
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!4 &5160578298230474031
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5602682375597318533}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -3.68, y: 1.4, z: 0}
m_LocalScale: {x: 1.174, y: 1.174, z: 1.174}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2343860379541292835}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &3277606451728169111
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5602682375597318533}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 4
m_Sprite: {fileID: 8685408783168630167, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 1
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 5.03, y: 6.52}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &5825971246242281126
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 8727643883350487438}
- component: {fileID: 8206230917859780374}
m_Layer: 0
m_Name: Point 1
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &8727643883350487438
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5825971246242281126}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -7.6, y: 3, z: 0}
m_LocalScale: {x: 1.1235956, y: 1.1235956, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 4580384114007305550}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &8206230917859780374
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5825971246242281126}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 5959598018215963193}
handleType: 0
leftHandleLocalPosition: {x: 1, y: 0, z: 0}
rightHandleLocalPosition: {x: -1, y: -0, z: -0}
--- !u!1 &5828208785334212938
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 5828754570448765872}
- component: {fileID: 693032652792008630}
m_Layer: 0
m_Name: BgExtender_Bottom
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &5828754570448765872
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5828208785334212938}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: -22.2752, z: 0}
m_LocalScale: {x: 106, y: 36.223763, z: 0.85986227}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 8158615407312557299}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &693032652792008630
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5828208785334212938}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_SortingOrder: -500
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: 7482667652216324306, guid: 48e93eef0688c4a259cb0eddcd8661f7, type: 3}
m_Color: {r: 0.5372549, g: 0.45882353, b: 0.98039216, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &5846893525159629457
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 8526352886943428752}
m_Layer: 0
m_Name: Holders
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &8526352886943428752
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5846893525159629457}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 7559295357338513821}
- {fileID: 6329894575619393642}
- {fileID: 1671099869309974123}
- {fileID: 3070939060713267287}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
- {fileID: 616678555521767586}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
- {fileID: 2078672318315355962}
- {fileID: 4580384114007305550}
- {fileID: 1920451417789570886}
m_Father: {fileID: 3661019275362709209}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &6115570674712068635
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6380493845518260388}
- component: {fileID: 4840099039928843402}
m_Layer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Name: Tree_Right
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &6380493845518260388
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6115570674712068635}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalPosition: {x: 6.19, y: 3.1709914, z: 0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalScale: {x: 1.1706378, y: 1.1706378, z: 1.1706378}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2552920471063393960}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_RootOrder: 6
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &4840099039928843402
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6115570674712068635}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_SortingOrder: -50
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: -4345597197767406995, guid: 444fe02d3b82ac4488cd49e924016de7, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 5.63, y: 7.33}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &6222118261888039499
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 5394549296586101451}
- component: {fileID: 8007882583960900997}
m_Layer: 0
m_Name: Smoke (3)
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!4 &5394549296586101451
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6222118261888039499}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -6.23, y: 1.51, z: 0}
m_LocalScale: {x: 1.1740003, y: 1.1740003, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2343860379541292835}
m_RootOrder: 7
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &8007882583960900997
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6222118261888039499}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 3
m_Sprite: {fileID: -8106881581581695741, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 5.03, y: 6.52}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!1 &6433517487852312833
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3112011667709760013}
- component: {fileID: 4392175325198551550}
m_Layer: 0
m_Name: Point 2
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3112011667709760013
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6433517487852312833}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -12.8380575, y: -10.143763, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Children: []
m_Father: {fileID: 7794010570039865837}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &4392175325198551550
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6433517487852312833}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 5028931464679965393}
handleType: 0
leftHandleLocalPosition: {x: 0.30874157, y: 3.5202599, z: 0}
rightHandleLocalPosition: {x: -0.30874157, y: -3.5202599, z: -0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
--- !u!1 &6481100900170708930
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4454529083504594695}
- component: {fileID: 9053381052928112584}
m_Layer: 0
m_Name: Smoke (2)
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!4 &4454529083504594695
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6481100900170708930}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -6.45, y: 3.2, z: 0}
m_LocalScale: {x: 1.1740003, y: 1.1740003, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2343860379541292835}
m_RootOrder: 6
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &9053381052928112584
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6481100900170708930}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 3
m_Sprite: {fileID: -7216627305146660984, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 5.03, y: 6.52}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!1 &6783103940935527619
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3112852134986110348}
- component: {fileID: 9020204539912710894}
m_Layer: 0
m_Name: Point 1
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3112852134986110348
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6783103940935527619}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -8.94, y: 3.36, z: 0}
m_LocalScale: {x: 1.1235956, y: 1.1235956, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Children: []
m_Father: {fileID: 7794010570039865837}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &9020204539912710894
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6783103940935527619}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 5028931464679965393}
handleType: 0
leftHandleLocalPosition: {x: 2.1649692, y: -0.034568284, z: 0}
rightHandleLocalPosition: {x: -2.1649692, y: 0.034568284, z: -0}
--- !u!1 &6855905322300958617
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1753326638425788482}
- component: {fileID: 3875198055747721367}
m_Layer: 0
m_Name: Point 1
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1753326638425788482
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6855905322300958617}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -7.5864434, y: 4.62, z: 0}
m_LocalScale: {x: 1.1235956, y: 1.1235956, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Children: []
m_Father: {fileID: 3243475171607270065}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &3875198055747721367
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6855905322300958617}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 7122240029612248645}
handleType: 0
leftHandleLocalPosition: {x: 2.6498117, y: 0.019104965, z: 0}
rightHandleLocalPosition: {x: -2.6498117, y: -0.019104965, z: -0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
--- !u!1 &7029759971272808179
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 273414665257742554}
- component: {fileID: 7764367815067799206}
m_Layer: 0
m_Name: RightHalfCurveL
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &273414665257742554
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7029759971272808179}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
Miscellaneous Tweaks + New Scroll Script (#350) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops * sfx volume lowerd * ok cool commit time * added superscroll (MADE BY STARPELLY) * fixed dog ninja backwards compatibility * fixed meat grinder's startinterval need * added d pad controls to dog ninja and meat grinder * oops forgot to add dpad for dog ninja * remove d-pad from meat grinder :cry: --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00
m_LocalPosition: {x: 0.33999994, y: -1.6800001, z: 0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalScale: {x: 1, y: 1, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 3764752037029567640}
- {fileID: 5979778512766103533}
- {fileID: 1222070380910838998}
m_Father: {fileID: 3070939060713267287}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &7764367815067799206
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7029759971272808179}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 066a41e004f415b4eb74d5e61a2aadbe, type: 3}
m_Name:
m_EditorClassIdentifier:
curveColor: {r: 0, g: 1, b: 0, a: 1}
startPointColor: {r: 1, g: 0, b: 0, a: 1}
endPointColor: {r: 0, g: 0, b: 1, a: 1}
sampling: 25
keyPoints:
- {fileID: 3661268666519760014}
- {fileID: 238762977963341519}
- {fileID: 8166543863587160026}
normalizedTime: 0.5
--- !u!1 &7056643801436531617
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 2343860379541292835}
- component: {fileID: 1770250701376598399}
m_Layer: 0
m_Name: Dog
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &2343860379541292835
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7056643801436531617}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 204034681976013098}
- {fileID: 4588345423415366234}
- {fileID: 5160578298230474031}
- {fileID: 8670157862228775414}
- {fileID: 8719295698276431388}
- {fileID: 5405669359230338777}
- {fileID: 4454529083504594695}
- {fileID: 5394549296586101451}
m_Father: {fileID: 3661019275362709209}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!95 &1770250701376598399
Animator:
serializedVersion: 5
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7056643801436531617}
m_Enabled: 1
m_Avatar: {fileID: 0}
m_Controller: {fileID: 9100000, guid: ed15374892a92354b9ac1f3a4c983915, type: 2}
m_CullingMode: 0
m_UpdateMode: 0
m_ApplyRootMotion: 0
m_LinearVelocityBlending: 0
m_StabilizeFeet: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_WarningMessage:
m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
--- !u!1 &7286015991603685436
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 125613286636153823}
- component: {fileID: 7859588044496913337}
m_Layer: 0
m_Name: Point 2
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &125613286636153823
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7286015991603685436}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 10.413292, y: -8.491575, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 7559295357338513821}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &7859588044496913337
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7286015991603685436}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 2592536718110886033}
handleType: 0
leftHandleLocalPosition: {x: -2.8413267, y: 4.4605327, z: 0}
rightHandleLocalPosition: {x: 2.8413267, y: -4.4605327, z: -0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!1 &7408113244883778572
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
- component: {fileID: 1222070380910838998}
- component: {fileID: 8166543863587160026}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Layer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Name: Point 2
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!4 &1222070380910838998
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 7408113244883778572}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalPosition: {x: -12.656196, y: -7.6399393, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Father: {fileID: 273414665257742554}
m_RootOrder: 2
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!114 &8166543863587160026
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 7408113244883778572}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
curve: {fileID: 7764367815067799206}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
handleType: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
leftHandleLocalPosition: {x: 0.3795538, y: 2.506566, z: 0}
rightHandleLocalPosition: {x: -0.3795538, y: -2.506566, z: -0}
--- !u!1 &7703662344441078293
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
- component: {fileID: 3026583558210455671}
- component: {fileID: 4839652148627046790}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Layer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Name: Point 1
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!4 &3026583558210455671
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 7703662344441078293}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalPosition: {x: -7.6, y: 3, z: 0}
m_LocalScale: {x: 1.1235956, y: 1.1235956, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Father: {fileID: 1920451417789570886}
m_RootOrder: 1
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!114 &4839652148627046790
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 7703662344441078293}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
curve: {fileID: 4156529297438955755}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
handleType: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
leftHandleLocalPosition: {x: 1, y: 0, z: 0}
rightHandleLocalPosition: {x: -1, y: -0, z: -0}
--- !u!1 &7942069931454682923
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
- component: {fileID: 5591757540497211147}
- component: {fileID: 2206873450175327429}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Layer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Name: Point 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!4 &5591757540497211147
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 7942069931454682923}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalPosition: {x: -4.532079, y: -7.02791, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Father: {fileID: 3243475171607270065}
m_RootOrder: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!114 &2206873450175327429
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 7942069931454682923}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
curve: {fileID: 7122240029612248645}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
handleType: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
leftHandleLocalPosition: {x: 0.12512398, y: -2.8163233, z: -0}
rightHandleLocalPosition: {x: -0.12512398, y: 2.8163233, z: 0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
--- !u!1 &7957996729328371862
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6343600308326898126}
- component: {fileID: 3720315606078593935}
m_Layer: 0
m_Name: Point 0
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &6343600308326898126
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7957996729328371862}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -20.911772, y: -8.2020855, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 7559295357338513821}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &3720315606078593935
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7957996729328371862}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 2592536718110886033}
handleType: 0
leftHandleLocalPosition: {x: -2.7949734, y: -4.0161676, z: -0}
rightHandleLocalPosition: {x: 2.7949734, y: 4.0161676, z: 0}
--- !u!1 &8169264026446442674
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3340178806499838685}
- component: {fileID: 7355201400091566820}
- component: {fileID: 4486217910899409532}
- component: {fileID: 2581892253766372368}
- component: {fileID: 5766278582742251605}
- component: {fileID: 6797327591860306965}
m_Layer: 0
m_Name: CutEverythingSign
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!224 &3340178806499838685
RectTransform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8169264026446442674}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1.262467, y: 1.262467, z: 1.262467}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 4386317455631118160}
m_Father: {fileID: 6570085815560366024}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -5.7800007, y: -0.31000003}
m_SizeDelta: {x: 8.4, y: 3.44}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!212 &7355201400091566820
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8169264026446442674}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 8
m_Sprite: {fileID: 6414717516158478295, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 8.4, y: 3.44}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!223 &4486217910899409532
Canvas:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8169264026446442674}
m_Enabled: 1
serializedVersion: 3
m_RenderMode: 2
m_Camera: {fileID: 0}
m_PlaneDistance: 100
m_PixelPerfect: 0
m_ReceivesEvents: 1
m_OverrideSorting: 0
m_OverridePixelPerfect: 0
m_SortingBucketNormalizedSize: 0
m_AdditionalShaderChannelsFlag: 25
m_SortingLayerID: 0
m_SortingOrder: 0
m_TargetDisplay: 0
--- !u!114 &2581892253766372368
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8169264026446442674}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3}
m_Name:
m_EditorClassIdentifier:
m_UiScaleMode: 0
m_ReferencePixelsPerUnit: 100
m_ScaleFactor: 1
m_ReferenceResolution: {x: 800, y: 600}
m_ScreenMatchMode: 0
m_MatchWidthOrHeight: 0
m_PhysicalUnit: 3
m_FallbackScreenDPI: 96
m_DefaultSpriteDPI: 96
m_DynamicPixelsPerUnit: 1
m_PresetInfoIsWorld: 1
--- !u!114 &5766278582742251605
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8169264026446442674}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: dc42784cf147c0c48a680349fa168899, type: 3}
m_Name:
m_EditorClassIdentifier:
m_IgnoreReversedGraphics: 1
m_BlockingObjects: 0
m_BlockingMask:
serializedVersion: 2
m_Bits: 4294967295
--- !u!222 &6797327591860306965
CanvasRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8169264026446442674}
m_CullTransparentMesh: 1
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!1 &8329549254214092205
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
- component: {fileID: 2559293408959807264}
- component: {fileID: 154361242173614911}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Layer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Name: Point 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!4 &2559293408959807264
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 8329549254214092205}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalPosition: {x: -6.2104216, y: -8.436971, z: 0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_Father: {fileID: 7794010570039865837}
m_RootOrder: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
--- !u!114 &154361242173614911
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_GameObject: {fileID: 8329549254214092205}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
curve: {fileID: 5028931464679965393}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
handleType: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
leftHandleLocalPosition: {x: 0.113266945, y: -3.239089, z: -0}
rightHandleLocalPosition: {x: -0.113266945, y: 3.239089, z: 0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
--- !u!1 &8374269071208543947
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3070939060713267287}
m_Layer: 0
m_Name: FallLeftCurves
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3070939060713267287
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8374269071208543947}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: -0.73000014, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 273414665257742554}
- {fileID: 7533458038457786255}
m_Father: {fileID: 8526352886943428752}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &8420216369808110984
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4580384114007305550}
- component: {fileID: 5959598018215963193}
m_Layer: 0
m_Name: BarelyCurveGoLeft
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &4580384114007305550
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8420216369808110984}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalPosition: {x: 1.25, y: -0.4, z: 0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalScale: {x: 1, y: 1, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 4105870158783184291}
- {fileID: 8727643883350487438}
- {fileID: 3796247488746786798}
m_Father: {fileID: 8526352886943428752}
m_RootOrder: 6
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &5959598018215963193
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8420216369808110984}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 066a41e004f415b4eb74d5e61a2aadbe, type: 3}
m_Name:
m_EditorClassIdentifier:
curveColor: {r: 0, g: 1, b: 0, a: 1}
startPointColor: {r: 1, g: 0, b: 0, a: 1}
endPointColor: {r: 0, g: 0, b: 1, a: 1}
sampling: 25
keyPoints:
- {fileID: 908556981283256045}
- {fileID: 8206230917859780374}
- {fileID: 5107069537086781284}
normalizedTime: 0.5
--- !u!1 &8462363345267808632
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1048894730547048102}
- component: {fileID: 8550182553065708291}
- component: {fileID: 3507681361263350449}
m_Layer: 0
m_Name: HalvesLeftBase
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1048894730547048102
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8462363345267808632}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -6.500001, y: -24.900003, z: 0}
m_LocalScale: {x: 1.175, y: 1.175, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2078672318315355962}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &8550182553065708291
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8462363345267808632}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_SortingOrder: -10
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Sprite: {fileID: -5050977528292827191, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1.25, y: 1.45}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!114 &3507681361263350449
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8462363345267808632}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 6f3ef60f47c093b45a623a707f33c877, type: 3}
m_Name:
m_EditorClassIdentifier:
inList: 0
state:
gameObject: {fileID: 0}
early: 0
perfect: 0
late: 0
createBeat: 0
eligibleHitsList: []
aceTimes: 0
isEligible: 0
triggersAutoplay: 1
startBeat: 0
objPos: {x: 0, y: 0, z: 0}
lefty: 1
rotSpeed: -140
fallLeftCurve: {fileID: 7191847337805905266}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
fallRightCurve: {fileID: 5028931464679965393}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
halvesParent: {fileID: 2078672318315355962}
--- !u!1 &8597163618617364548
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3508355828836896233}
- component: {fileID: 5092057247171099703}
m_Layer: 0
m_Name: Bird1
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3508355828836896233
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8597163618617364548}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -5.1111, y: 4.7888, z: 0}
m_LocalScale: {x: 1.17, y: 1.17, z: 1.17}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 9090671386772390765}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &5092057247171099703
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8597163618617364548}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 10
m_Sprite: {fileID: -6837453462447269357, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 6.69, y: 6.3}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &8691542995859896262
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1920451417789570886}
- component: {fileID: 4156529297438955755}
m_Layer: 0
m_Name: BarelyCurveGoRight
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1920451417789570886
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8691542995859896262}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
Dog Ninja Tweaks (#336) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D * halves look a lot better gonna remove all my enum parsing code and replace it with a boring dropdown :cry: after that i gotta fix the barelies, i should be able to just use whatever the halves are doing cause they look really good * rewrote basically all of ThrowObject() * overhauled how object calling works * added "Idol" object (fan club mic) * fixed barelies and curves and how they were transformed * oh and uh, one more thing. prepare block was janky so i just made the animation last 20 seconds :) ez fix * final touch-ups + layering issues title * apparently this didn't push :japanese_ogre: --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-11 20:55:18 +00:00
m_LocalPosition: {x: -12, y: -0.4, z: 0}
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_LocalScale: {x: -1, y: 1, z: 0}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children:
- {fileID: 1664301961629353688}
- {fileID: 3026583558210455671}
- {fileID: 9166873113584937942}
m_Father: {fileID: 8526352886943428752}
m_RootOrder: 7
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &4156529297438955755
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8691542995859896262}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 066a41e004f415b4eb74d5e61a2aadbe, type: 3}
m_Name:
m_EditorClassIdentifier:
curveColor: {r: 0, g: 1, b: 0, a: 1}
startPointColor: {r: 1, g: 0, b: 0, a: 1}
endPointColor: {r: 0, g: 0, b: 1, a: 1}
sampling: 25
keyPoints:
- {fileID: 8408056491242676466}
- {fileID: 4839652148627046790}
- {fileID: 5607269169300892345}
normalizedTime: 0.5
--- !u!1 &8825951248645338064
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 8670157862228775414}
- component: {fileID: 4525279408808903839}
m_Layer: 0
m_Name: Slash2
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!4 &8670157862228775414
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8825951248645338064}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -7.31, y: 1.4, z: 0}
m_LocalScale: {x: -1.174, y: 1.174, z: 1.174}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 2343860379541292835}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &4525279408808903839
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8825951248645338064}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 1
m_Sprite: {fileID: 8685408783168630167, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 1
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 5.03, y: 6.52}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &8930087489687383867
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 5979778512766103533}
- component: {fileID: 238762977963341519}
m_Layer: 0
m_Name: Point 1
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &5979778512766103533
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8930087489687383867}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -7.5864434, y: 4.62, z: 0}
m_LocalScale: {x: 1.1235956, y: 1.1235956, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 273414665257742554}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &238762977963341519
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8930087489687383867}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 7764367815067799206}
handleType: 0
leftHandleLocalPosition: {x: 2.6498117, y: 0.019104965, z: 0}
rightHandleLocalPosition: {x: -2.6498117, y: -0.019104965, z: -0}
--- !u!1 &9014789612631171718
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6141650836764449341}
- component: {fileID: 4708541773062853748}
m_Layer: 0
m_Name: Bird2
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &6141650836764449341
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 9014789612631171718}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -5.1111, y: 4.7888, z: 0}
m_LocalScale: {x: 1.17, y: 1.17, z: 1.17}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 9090671386772390765}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &4708541773062853748
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 9014789612631171718}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 10
m_Sprite: {fileID: -6878904103022551539, guid: 1c59b9cd0adef0941bc4bd4bde66a759, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 6.69, y: 6.3}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &9069277017458690841
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 9166873113584937942}
- component: {fileID: 5607269169300892345}
m_Layer: 0
m_Name: Point 2
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &9166873113584937942
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 9069277017458690841}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -9.484156, y: -9.85301, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 1920451417789570886}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &5607269169300892345
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 9069277017458690841}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
m_Name:
m_EditorClassIdentifier:
curve: {fileID: 4156529297438955755}
handleType: 0
leftHandleLocalPosition: {x: 0.052945137, y: 3.0470364, z: 0}
rightHandleLocalPosition: {x: -0.052945137, y: -3.0470364, z: -0}
--- !u!1 &9115356270757501546
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4386317455631118160}
- component: {fileID: 2575506074911097745}
- component: {fileID: 8405214087581042494}
m_Layer: 0
m_Name: textstuffs
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!224 &4386317455631118160
RectTransform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 9115356270757501546}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_Children: []
m_Father: {fileID: 3340178806499838685}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 8.4, y: 3.44}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!23 &2575506074911097745
MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 9115356270757501546}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
Dog Ninja (#268) * starting out with double date stuff :D not even the background is finished i just wanna get this on my fork so that it's safe * double date getting more initialized no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune * initialization done!!!!! gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances * ughhhh animation stuff. this is gonna take me a day or two to even comprehend * starting on animation committing cause im traveling, i might work on this if i have time * replace sounds, extend some stuff replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far * starting on dog ninja waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does. * initialization and sprite trimming done reference is from angrytapper2's video Throw Object, Cut Everything!, and Here We Go! were the cues added, in that order. * temp icon w/ mask + bezier curves!! the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object. * getting there i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered * added sfx * added bird animations * looked at double date for like 2 minutes * have been editing blue bear's "treat" block to fit dog ninja for a while now (im gonna try doing these commit notes from now on) * keeping trying * cues have sfx now - the "throw object" cues are not accurate yet * animations adjusted to not keep bird on screen * not much progress rn, getting into the harder stuff * added more sfx - it's from rhre3, if somebody can find a clean rip that would be great, cause i can't) * made a bop animation - still trying to figure out how to get it to play every beat :/ * replaced throw sfx, was using whiff sfx before * extended background using a slice of the sky gradient and color picked blocks * some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games. * i need to work out conflicts really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason :skull: * blehhh figuring out git some more * doesn't look like much. but I GOT ANIMATIONS WORKING. (god, i suck at C#) * bop animations, on every beat (will soon make it a toggle) * bird fly in and out, flies in when not on screen and out when on screen * did more work on "throwObject.cs" but not anything applicable yet * also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned * trying to get different sfx working for each item really i just established some structure code. i don't understand it too well, so there are a few things commented out. * starting with inputs rn they're broken and i can't tell why :( * heavily commented out code in ThrowObject.cs * added option to disable the bird's FlyIn SFX * some debug stuff * some scheduled inputs (that AREN'T. WORKING.) * fixed the input bug tysm ymf <333 ur my hero technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr * fixed that input bug * changed some variable names * getting some more infrastructure for getting the game fully working * double date stuff!!!! (improvements, playability) * purged SO much code * combined SoccerBall.cs and Basketball.cs into Ball.cs - might do that for Football.cs too, but we'll see * removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off. - also fixed an error pertaining to animations * basic input stuff for when bread2unity gets merged * oh so much infrastructure stuff * lol commit * some animation stuff * sfx stuff all the different options have sfx tied to them for the throw and slice. now onto sprites and animation... * added tacobell too :) * dog ninja going into WIP :D (commiting rn cause i wanna do some experimental animation) * one more object :) * optimized some code * new sprites are almost done; i've got a list of both the sprites and their halves. * sprites are in! and goodnight. UGHHH BEZIER CURVES I DONT UNDERSTAND YOU * all the sprites go with their corresponding option and sfx * bird improved slightly * BEZIER CURVES * actual fruit animation * toggle for random fruits (doesn't work yet) * textbox for custom objects (doesn't work yet) - not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu * some stuff i don't remember, but it's definitely stuff that's working towards making everything work. miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god) gura-nyuuu :3 (i'm sorry) * added a single sfx * custom objects!! tbh a lot more's coming but i need to merge my stuff i don't feel like taking notes here * working on halves * misc cleaning up stuff * started on the logic for halves * progress on halves, cleaning out variables i need to sync between laptop and pc * im pretty sure that's all the double date stuff taken out :thumbsup: * neatened up code + better bezier curves * adjusted bezier curves - sooo close to perfection but very noticeable stuttering at lower speeds * changed random to default object option instead of a bool; makes more sense this way * renaming things, getting code ready for new animations * commented a bunch of my code * re-fixing a bunch of stuff that has since broken from updating stuff - i.e random fruit, sprites, "here we go!" in general, etc. * new font, stuff fixed * added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925) * fixed "here we go!" * some more left or right object animation stuff * so many things * fully added custom items - accessible through a cheat code type system in the drop-down for cues * changed how the bezier curves function - only three points now (much smoother) and i just start it much later on the curve * added AboutFriend font, basically kurokane except free to use * started more on halves god, halves are gonna be hard tho * quick commit by [d] * got temp animations in * temp animations for ev * replaced ai sprites with ev's (thank you <333) * getting progress on halves * cleaned up files * hi res sprites * throw both objects + prepare anim title though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart) * all dog ninja animations * forgot some stuff lol * prep anim done yay :) * oops! blend tree moment (more stuff) * animation fixes * more anim fixes lol * done for the night * added seanski's new icon * fixed the sound for both objects getting thrown * still working on the prepare animation, but for now it's gonna be a block - if literally anybody wants to implement an auto-prepare that isn't jank be my guest * halves progress, as usual * added a new item :smile: * fix conflicts just saw these in the pr, this commit should fix them * clean up code/fix prepare block thank you ymf!!! <333 * code optimizations * both slice anim + prepare anim fixed * i have stashed changes i need to work on * stashed changes * remade halves lists * renamed some sprites -i had funny little names like "tater" and "cuc" but that's a bit confusing * custom halves don't have the framework for them yet so i was building that too * half sprites work now onto making the curve an animation! (also fixing the text ig) (ALSO i fixed the prepare stuff (i think)) * unity animation :skull: death * Fixed text stuff * push changes so nothing breaks hi ymf * i'll work on this more later * halves r workin * oops! all mp3s! -converted mp3 sfx to ogg still need to do barelies, then everything is done * barelies are so close to being done!!! tweaking + figuring out how position works depending on which side the object was thrown * stopping for the night barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back ill finish this tomorrow. * it's over. it's finally over. PR TIME! * final adjustments * the rest of the barely stuff * clean up the code a little :D --------- Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: patataofcourse <patataofcourse@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-07 22:55:44 +00:00
m_MotionVectors: 1
m_LightProbeUsage: 0
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: -338599948999164110, guid: 13b8854f49614db4a84da69499d90ac5, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 20
m_AdditionalVertexStreams: {fileID: 0}
--- !u!114 &8405214087581042494
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 9115356270757501546}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 9541d86e2fd84c1d9990edf0852d74ab, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_text: Cut everything!
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 13b8854f49614db4a84da69499d90ac5, type: 2}
m_sharedMaterial: {fileID: -338599948999164110, guid: 13b8854f49614db4a84da69499d90ac5, type: 2}
m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0}
m_fontMaterials: []
m_fontColor32:
serializedVersion: 2
rgba: 4278328643
m_fontColor: {r: 0.2627451, g: 0.11372549, b: 0.007843138, a: 1}
m_enableVertexGradient: 0
m_colorMode: 3
m_fontColorGradient:
topLeft: {r: 1, g: 1, b: 1, a: 1}
topRight: {r: 1, g: 1, b: 1, a: 1}
bottomLeft: {r: 1, g: 1, b: 1, a: 1}
bottomRight: {r: 1, g: 1, b: 1, a: 1}
m_fontColorGradientPreset: {fileID: 0}
m_spriteAsset: {fileID: 0}
m_tintAllSprites: 0
m_StyleSheet: {fileID: 0}
m_TextStyleHashCode: -1183493901
m_overrideHtmlColors: 0
m_faceColor:
serializedVersion: 2
rgba: 4294967295
m_fontSize: 6.32
m_fontSizeBase: 6.32
m_fontWeight: 400
m_enableAutoSizing: 0
m_fontSizeMin: 18
m_fontSizeMax: 72
m_fontStyle: 0
m_HorizontalAlignment: 2
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
m_enableWordWrapping: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 0
m_isCullingEnabled: 0
m_horizontalMapping: 0
m_verticalMapping: 0
m_uvLineOffset: 0
m_geometrySortingOrder: 0
m_IsTextObjectScaleStatic: 1
m_VertexBufferAutoSizeReduction: 0
m_useMaxVisibleDescender: 1
m_pageToDisplay: 1
m_margin: {x: 0, y: 0, z: 0, w: 0}
m_isUsingLegacyAnimationComponent: 0
m_isVolumetricText: 0
_SortingLayer: 0
_SortingLayerID: 0
_SortingOrder: 0
m_hasFontAssetChanged: 0
m_renderer: {fileID: 2575506074911097745}
m_maskType: 0