* Integration of Jukebox Library (#451)
* add Jukebox library
todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol
* make sound, input scheduling, and super curve use double precision
* successfully load charts
* editor works again
v1 riqs can be saved and loaded
* first tempo and volume markers are unmovable
fix loading of charts' easing values
* use gsync / freesync
* update Jukebox refs to SoundByte
* game events use double part 1
Air Rally - Glee Club converted
* don't load song if chart load fails
* finish conversion of all minigames
* remove editor waveform toggle
* timeline now respects added song offset length
clear cache files on app close
prepped notes for dsp sync
* update timeline length when offset changed
* update to latest Jukebox
* make error panel object in global game manager
* improve conductor music scheduling
* added error message box
fix first game events sometimes not playing
* a lot
* munchy monk input + mustache fixes
* fork lifter and pajama party bopping
* meat grinder miss bop fix
* cloud monkey Real
* marching orders Go! was broken
* force march doesn't break when it's too early from a game switch
* you can use the March! block without the marching now
* convert float to double and all that
* editor fixes (#459)
* ditch loading dialog
doesn't show up when it's supposed to
* format song offset in editor
* remove VorbisPlugin
* Update Editor.cs
* add updater for marching orders turn
* make base datamodels for special entity reading (#463)
* make base datamodels for special entity reading
* fix crop stomp breaking when no game switch or remix end is set
* fix save shortcut
fix loading charts with no music
* don't infer track when importing a v0 riq from another program
* You can now place inputs on top of pass turn for rhythm tweezers
* Rockers can do it too now
* Some new curves
* Converted everything to new curves and made playerballs handle themselves input-wise
* working dough converted, need to fix eveerything though
* ball transporter anims for pass turn
* update Jukebox to latest version
fixes for inferred entity loading
* new sounds
* OnSpawnBall reimplemented
* Proper inactive handling now
* gandw on balls has been added
* Rhythm tweezers pass turn now works like working dough
* modernised rockers pass turn
* Fixed small balls not working in working dough
* Fixed weird curve stuff on game switch in working dough
* let play mode start if no song file is loaded
fix issue with loading large audio files
* add "updater" for the old marching entity
---------
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
* Integration of Jukebox Library (#451)
* add Jukebox library
todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol
* make sound, input scheduling, and super curve use double precision
* successfully load charts
* editor works again
v1 riqs can be saved and loaded
* first tempo and volume markers are unmovable
fix loading of charts' easing values
* use gsync / freesync
* update Jukebox refs to SoundByte
* game events use double part 1
Air Rally - Glee Club converted
* don't load song if chart load fails
* finish conversion of all minigames
* remove editor waveform toggle
* timeline now respects added song offset length
clear cache files on app close
prepped notes for dsp sync
* update timeline length when offset changed
* update to latest Jukebox
* make error panel object in global game manager
* improve conductor music scheduling
* added error message box
fix first game events sometimes not playing
* editor fixes (#459)
* ditch loading dialog
doesn't show up when it's supposed to
* format song offset in editor
* remove VorbisPlugin
* Update Editor.cs
* make base datamodels for special entity reading (#463)
* make base datamodels for special entity reading
* fix crop stomp breaking when no game switch or remix end is set
* fix save shortcut
fix loading charts with no music
* don't infer track when importing a v0 riq from another program
* Integration of Jukebox Library (#451)
* add Jukebox library
todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol
* make sound, input scheduling, and super curve use double precision
* successfully load charts
* editor works again
v1 riqs can be saved and loaded
* first tempo and volume markers are unmovable
fix loading of charts' easing values
* use gsync / freesync
* update Jukebox refs to SoundByte
* game events use double part 1
Air Rally - Glee Club converted
* don't load song if chart load fails
* finish conversion of all minigames
* remove editor waveform toggle
* timeline now respects added song offset length
clear cache files on app close
prepped notes for dsp sync
* update timeline length when offset changed
* update to latest Jukebox
* make error panel object in global game manager
* improve conductor music scheduling
* added error message box
fix first game events sometimes not playing
* editor fixes (#459)
* ditch loading dialog
doesn't show up when it's supposed to
* format song offset in editor
* remove VorbisPlugin
* Update Editor.cs
* make base datamodels for special entity reading (#463)
* make base datamodels for special entity reading
* fix crop stomp breaking when no game switch or remix end is set
* fix save shortcut
fix loading charts with no music
* make base datamodels for special entity reading
* fix crop stomp breaking when no game switch or remix end is set
* fix save shortcut
fix loading charts with no music
* Integration of Jukebox Library (#451)
* add Jukebox library
todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol
* make sound, input scheduling, and super curve use double precision
* successfully load charts
* editor works again
v1 riqs can be saved and loaded
* first tempo and volume markers are unmovable
fix loading of charts' easing values
* use gsync / freesync
* update Jukebox refs to SoundByte
* game events use double part 1
Air Rally - Glee Club converted
* don't load song if chart load fails
* finish conversion of all minigames
* remove editor waveform toggle
* timeline now respects added song offset length
clear cache files on app close
prepped notes for dsp sync
* update timeline length when offset changed
* update to latest Jukebox
* make error panel object in global game manager
* improve conductor music scheduling
* added error message box
fix first game events sometimes not playing
* editor fixes (#459)
* ditch loading dialog
doesn't show up when it's supposed to
* format song offset in editor
* remove VorbisPlugin
* Update Editor.cs
* munchy monk input + mustache fixes
* fork lifter and pajama party bopping
* meat grinder miss bop fix
* cloud monkey Real
* marching orders Go! was broken
* force march doesn't break when it's too early from a game switch
* you can use the March! block without the marching now
* add Jukebox library
todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol
* make sound, input scheduling, and super curve use double precision
* successfully load charts
* editor works again
v1 riqs can be saved and loaded
* first tempo and volume markers are unmovable
fix loading of charts' easing values
* use gsync / freesync
* update Jukebox refs to SoundByte
* game events use double part 1
Air Rally - Glee Club converted
* don't load song if chart load fails
* finish conversion of all minigames
* remove editor waveform toggle
* timeline now respects added song offset length
clear cache files on app close
prepped notes for dsp sync
* update timeline length when offset changed
* update to latest Jukebox
* make error panel object in global game manager
* improve conductor music scheduling
* added error message box
fix first game events sometimes not playing
* add Jukebox library
todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol
* make sound, input scheduling, and super curve use double precision
* successfully load charts
* editor works again
v1 riqs can be saved and loaded
* first tempo and volume markers are unmovable
fix loading of charts' easing values
* use gsync / freesync
* update Jukebox refs to SoundByte
* game events use double part 1
Air Rally - Glee Club converted
* don't load song if chart load fails
* finish conversion of all minigames
* remove editor waveform toggle
* timeline now respects added song offset length
clear cache files on app close
prepped notes for dsp sync
* update timeline length when offset changed
* update to latest Jukebox
* make error panel object in global game manager
* improve conductor music scheduling
* added error message box
fix first game events sometimes not playing
* first things first, kill mr. downbeat.
now onto fixing meat grinder forrealzies
* meat grinder fix
* fixed munchy monk icon + mr upbeat ding bug
* a few little changes
* lotta stuff
yeahh just look at the pr description
* point and clap
* anim Adjustment
* new sheet + adjustments for it
* IM USING THE INTERNET
i hate merge conflicts
* grrr merge conflicts
* insane changes
* progress
* fixed The Spaceball Camera Bug (literally a single line of code wtf guys)
* colrs
* k im done :3
---------
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
* Rockers - Can now pitch down samples and bends, bends also correctly pitch to playback speed now.
* No peeking anim adjustment
* Added new no peeking signs
* rock hers
* Rockers is a real game and also color maps have been added
* little more set up
* anims and mor sprites
* First version of CallAndResponseHandler added
* You can mute now wow
* Got some stuff working
* anim city
* Fixed Inputs
* Visual goodies
* Changed how some events work
* Rockers is now stack proof
* Fixed a bug
* Bend early stages
* bendbendbendbendbendover
* bend fully implemented
* Removed "noise"
* pain
* Many animation
* Bend anims implemented
* strum effect implemented
* Made bends work way better
* dfgdfsgsdffsd
* Implemented strumstart and countin
* hi
* Made strumstart transition into strumidle
* Implemented samples
* All of the btsds samples are in now too
* many anim2
* A buggy version of the custom together system has been implemented
* Ok now it's unbuggified
* fixed a small thing
* lightning eff
* anim fixes
* oops
* you can now mute voiceline and also put in a standalone voiceline block
* Tweaks to dropdowns
* more tiny anim thing
* more animation stuff
* Bug fixes
* implemented mute and gotomiddle sliders for custom together event
* Default cmon and last one added
* You can chain last ones and cmons now
* Applause sounds added
* Fixed some bugs
* Made it so you can disable camera movement
* fixed an inconsistency
* Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this
* Rhythm tweezers now works between game switches
* Beat offset eradication
* Made eye size work properly
* Camera quad ease rather than quint
* Inactive intervals added
* Rockers works inactively too now
* Bug fix
* No peeking! No way!
* Alt smile added for tweezers
* early and late riff
* jj miss anim
* icon and miss
* Long hair works properly now
* Miss anims implemented for rockers
---------
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
* air rally assetbundles
rvlbadminton
* blue bear assetbundles
ctrbear
* board meeting assetbundles
rvlrotation
* more board meeting stuff
* built to scale ds assetbundles
ntrassembly
* clappy trio & cheer readers assetbundles
agbclap and rvlbooks
* crop stomp assetbundles
ntrstomp
* dj school adjustment
ntrdj
* dog ninja assetbundles
ntrninja
* double date assetbundles
rvldate
* drumming practice assetbundles
ctrintro
NOTE: the mii system will probably need to be changed if we ever use miistudio
* fireworks & first (second) contact assetbundles
agbexplode and ctrinterpreter
* flipper flop assetbundles
rvlseal
CHANGED FROM MEGAMIX ``rvlGoma`` FOR EASE OF USE
* fork lifter assetbundles
rvlfork
* glee club assetbundles
ntrchorus
* kitties assetbundles
ctrteppan
* launch party assetbundles
rvlrocket
* lockstep assetbundles
ntrbackbeat
* meat grinder assetbundles
pcomeat
* mr upbeat assetbundles + meat grinder tag change
agboffbeat
* munchy monk assetbundles
ntrshugyo
* octopus machine assetbundles :cherryhappy:
NO SOUND
ntrcork
* Revert "octopus machine assetbundles :cherryhappy:"
This reverts commit a177e9b3c4e472b5bb05a783245553e626913b47.
* quiz show assetbundles
agbquiz
* a lot of games because i forgot to commit
whoops
* im just gonna start doing these commits in bulk
* all assetbundles except octopus machine & tram and pauline
* octopus machine assetbundles
ntrcork
* copied some code
broken rn but i'll fix it on my pc
(commiting to work not on my laptop)
* general work idk
basically got all the blocks/parameters in that i want for now
mostly need to fix the copied glee club at this point
* blehh it's almost done
but no animators means no real progress.
* squeeze anim done
* pop anim has popped up
* inputs are inputting and animations are animating
TODO:
* fix bopping/preparing so it's not janky and weird
* bubble entrance
* color tweening (about halfway done)
* more stuff yippee
* so much stuff
* bubbles block (still kinda wip?)
* squeeze color works
* preparing so much better
* added the thing where the release sfx doesn't play sometimes
* finalizing the game!
hopefully no bugs :3
* i'm pretty sure it's done!
yippee
* final
---------
Co-authored-by: wookywok <wookywok11@gmail.com>
* stache stuff (still needs more work but yeah)
* new icon (TEMPORARY ICON!!!)
* some placeholder animations
* more two two jank fixed, almost there
* superscroll + fixing early misses
* made a few temporary changes to superscroll.cs, i will be modifying it further for ease of use but for now it isn't permanent
* made real progress on stopping repeat inputs
-game is basically broken for the time being, but i wanna push this so nothing theoretically breaks. ill fix it all tomorrow when im less tired
* it's been a while since i've committed my changes
* modifiers work again (idk if i broke that in this commit or it was already broken)
* stacking logic is here!!! it always uses the latest objects' hit/miss/early function so it should be perfect. i might be able to improve on efficiency tho
-FollowHand animation is broken again unfortunately :(
* dumplings can now be individually colored, and are assigned their colors in Start(). the smear's colors are defined on Hit() (HitFunction() to be specific) , so that even when there are multiple stacked dumplings, they'll all be accurate.
maybe some other stuff but i cannot remember
* clean-up + integral fixes
onto Monk Move and SingleSuperScroll
i think ill add some more comments too
* fixed some missing/early stuff + a check for whether you can hit or not
* fixed FollowHand animation and the squishing/dumpling on top
* cleaned up a ton of unused variables + checks + anims
* added unused sound sequences
-ig if somebody knows how to use them they can implement them but idk how to and it's not worth figuring out rn
* more work on superscroll; there seems to be too many changes to the structure of the script to keep the single scrolling in with the tile scrolling, will combine if necessary tho
* fanClub/arisa_dab
* monk move!!
still working on singlesuperscroll 😭
but i got the monk moving!!
* a few optimizations + starting on new singlesuperscroll
* ok ScrollObject is usable now
oh my GOD i need to optimize how it looks and functions but rn it works like it will when it's done (theoretically)
ev do ur work
* a few things + new icon!!
* scroll speeds are good now
* finished except for the stache bop
😭😭😭😭😭 why isn't it working
* im pring this now
---------
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
* new sprites not done
* more sprites more anim chanegs
* almost done
* INSANE
* sheet done
* its done
* re-implement improved squat sprite
* remove many unused assets
allow games to be hidden in the editor
* start animations of backup dancers
* finish backup dancer animations
* add effects to backup dancers' tree
* add dancers to the prefab
* import new sprites
* backup dancers fully functional
* game camera now updates in LateUpdate()
* touched some anims
* oops
* oops 2
* add audience applause
fix the mapped cellanim shaders
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
* sprites and stuff lolol
* oops
* Real
* akahitanim
* lots of anims done
* more anims
* many anims many sprites
* LOLLL OOPS
* oops 2
* all anims done
* oops2
* oops3
* special overlay
* Basics
* Inputs stuff
* Basic pass ball implemented
* Transitions 🔥
* Nvm transitions are gay
* Dual toss added
* Idiot proof toss boys
* prepare anims
* Some special logic
* Done with special for dual toss and added bops
* little anim tweak
* Added pop ball and fixed some things
* Funny sound offsets
* Added high toss + fixed a bug
* icons and more animations
* epic insane particle changes (CRAZY!!!!!!!!!!!)
* FIXES!
* Added call and fixed a bug
* Panning added
* Lightning toss added
* Blur toss Added
* Added fade in for the special overlay and fixed a bug
* cool animation shit
* animations and sprites fully done
* set up basic curves
* The toss boys main script just needs to set the state of the ball now
* All curves implemented - untested though
* Smol fix!
* slightly new sheet
* Bg Recolor + ball anims + whiff cooldown
* Specials now properly handle themselves when chained together
* ball anims
* Fixes and tweaks
* Fixed a bug with lightning toss
* small tweaks
* Only thing toss boys needs is the pitch warble now
---------
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
* Basic Set Up
* See Saw - Init, Rod Anims
* Got some basic code down
* Got the basics down
* The man won't jump now unless he is ready!
* High jumps added
* Fixed a bug
* See Saw - Base Animation Stuff
* See Saw - The Hard Animations fuck fuck fuc, fuck
* See saw more animations yeah
* im almost done
* home stretch baby
* See Saw - wait what do you mean i'm done
* Basic setup for curves
* Jump start curve is in
* smol figs
* OutOut curves
* They now how to get up now, may need tweaking
* InIn curves added
* Implemented more curves
* Added ground jumps
* Saw properly positions himself
* Fixed an issue with see not landing correctly out or in
* See reacts to you missing now
* High jumps + get up plays at the correct moment now
* Tweaks to high jumps
* particles and missing stuff
* anims
* new sheet and anim fixes
* oops
* bigger background
* Oops. Again
* more anim fixes sorry
* see saw tweaks and visual additions also added a way to scale particle systems to the tempo
* bg color change added
* Bops and choke added
* Fix
* lightning anim
* particle particle particle
* See saw - implemented lightning anim and fixed logic
* Gradient is now actually a gradient
* Implemented inverted colors on the see saw guys
* Recolorable See saw!
* Tiny tweak
* Some things that weren't recolorable are now recolorable
* Fixed a bug with the bg
* new sheet the end
* Barelies fixed
---------
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
* everything but the text
* new spritesheet (thank u sean)
* better/more accurate background color
* bg color changing with fade (code courtesy of ras)
* mr. upbeat blip color changing
* full blip implementation, with size changing and text display
* text is still weird (gray box around all the letters) but i hope that's an easy fix.
* almost done
just need to fix the text and get rid of the reliance on the ding! block
* finishing touches + a buncha testing
everything works!!! and i don't think i left anything out
* forgot an n lol
* oh my god i hate mr. downbeat
this "force" option is not very intuitive to use. nor is it coded amazingly. but i do not care. if you really wanna use it then mess around and see what works
* add pause menu assets
* layout and animation for pause
* make play mode prefab function
re-assign unused class inheritance
* remove filepath
* don't init medals twice
* remove PlayerActionObject
* initial attempt at anti-note lock
TODO: circumvent inputs clearing themselves making the functionality not work
* properly implement input lock prevention
* fix error on editor open
* functional pause menu
* bugfix
* make unpausing not reset current play statistics
* serialize initializer components in inspector instead of procedurally generating
* sanity check
* note for fade
* make flashes in the camera prefabs instead of in world space
remove / reorganize script files
address issue #411
* fix bug with perfect campaign
make minigame transitions hide the game canvas
adjust animation of the song credits textbox
* fully functional intro scene (placeholder for future title screen)
refactored entire game loading procedure
re-organized some files
* add interaction query to disclaimer text
* reword legal
* anchor section medals to section display
more tempo change placement controls
* operation order bugfix
* prep for future ratings and stats
* loading text
* autoload opening scene
* splash screen adjustments
added setting to force enable splash screen
* adjust setting entry
* lotta stuffs
* dj school bug fixed
* dog ninja overhauled AGAIN. you can start a cue outside of the game now (something i planned months ago lol)
* also two objects will not overlap when they're the same but when they're not the same they will overlap
* commiting cause im gonna try half-recoding meat grinder
* also im trying to fix mrupbeat's beeping cuz oh my god how is this not fixed yet
* meat grinder finished + tap trial bug fixed + mute dog ninja
MUTE DOG NINJA ONLY WHEN INACTIVE ‼️
* last minute stuff + mr upbeat
i will be reworking mr upbeat in another branch but i wanna not bloat this pr any further so bleehhhh :P
* dj school final bug fix
* SupahScrollSetUp
* Scrolls now, with issues, also added a flames animation
* Started implementing new multiple space kickers
* bg recolor space soccer
* Recolorable dots!
* we circular motitating n shit
* ReAdded Enter and exit stuff
* I despise unexplainable bugs
* The balls are so buggy 😱
* Trying to fix someting
* Fixed Scroll Stutter
* Fixed a whiff bug
* Updated sounds and added ease event for space kickers
* Fixed some bugs
* Changed some names
* new option for quiz show random presses
* Board meeting bug fixes
* Testing Curve stuff
* Converted all code to use new curves, need to fix all issues
* Playing around with keypoint values, will probably expose them so someone else can mess with them
* curves be like
* Fixed stuff
* BALLS FIXED
* Fixed clappy trio stuff
* Added player move event
* Almost fixed, just need to fix wonkiness with high kick toe
* Fixed da bug
* Board meeting and quiz show tweaks
* Fix for board meeting and enter/exit presets for space soccer
* Stop ball added
* Updated how scroll works
* al l anims done yay
* make balls follow paths
added FollowPath objects
* added 2 grass and changed sky
* make balls rotate
todo: shadows
* complete SuperCurve
add dropshadows
add weasel hit
* make football stop dropshadow when hit
* finish animation
add scrolling clouds
* tint shader
* oops
* slow down clouds
* better leaves
* new sheet new particle
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
* The funny
* Yar har har har
* 1 two tree
* Hilarious!
* procedurally spawning in stuff
* bored meeting
* A lot!
* Assistant stop added
* Added Bops
* Added Sounds
* Added miss stuff!! Only need the miss anim for the pigs!!!
* Tweaks
* Bugfixes!
* anim fix anim fix
* STRAIGHT!
* Sound offsets fixed
* added the new anims to implement
* new sheet
* loopSpin implemented
* woah
* mis stuff
* doen done done
* Various fixes
* Fixed clappy trio bop bug
* Epic tings
* Added color and screen shake
* Small things
* redid sheets a little
* Fixed burger preview
* Almost done with forklifter
* Bg color and fixed 4 peas for fork lifter
* icon
* bg stuff for tambourine and forklfiter
---------
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
* al l anims done yay
* make balls follow paths
added FollowPath objects
* added 2 grass and changed sky
* make balls rotate
todo: shadows
* complete SuperCurve
add dropshadows
add weasel hit
* make football stop dropshadow when hit
* finish animation
add scrolling clouds
* tint shader
* oops
* slow down clouds
---------
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
* I'm a menace to society
* Made some small fixes
* added missing stuff, realignment
* Added Animators
* Unity Shenanigans
* all contestee anims
* mb
* Changed how the contestee is structured in the hierachy
* ymf
* I love quiz show
* more anim implementation
* anim fixes and bg upscale
* oops
* implemented prepare and rest
* oops2
* timer
* Implemented Head Animations
* Added the timer
* Oopsie
* there we go
* changed wizards waltz default length
* Added explosions
* Made consecutive intervals possible
* Implementing counting for the contestant
* The quiz host now has numbers
* host anims
* host anims done
* Implemented all host anims and fixed some stuff
* implemented more stuff
* oops
* anim fixes
* Bug fixes woohoo!
* Fixes
* Fixed something !!!!
* upscale and more
* updated reveal answer to not remove the black on reveal of the number
* new sheet2
* Added ForceExplode
* They now go grey
* upscale done anim stuff
* smoke and explosion
* Stage0 added
* KABOOM
* tweaks
* icon and anim fixes
* Added randomPresses event and prefunction to start interval
* Fixed a bug with random presses and also made the sign change color
* Fixed small bug
* fixed a spaceball bug
* New Metronome
---------
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
* fix game view alpha issues
* fix right-clicking on parameter-less entity locking event selection
* reduce ram use of rendertextures
* fix missing sprite references
fix cheer readers sprite masks not working
* fix lockstep rendering discrepancy
* fix section medal toggle not matching described behaviour in UI
* fix game settings masking issue
* dj school "Scratchy Music" toggle on by default
* import new sheets for fan club, mahou tsukai
* make dj school audio FX persist between game change
* make one shot sounds not create extra objects when not needed
* fix potential issue with new one shots
* make string properties apply changes for every keystroke
* oops! deleted the branch with no backup!
basically have to rebuild prefab. at least i kept the animations and scripts.
not actually that bad but like half an hour of my life was lost getting all these files back together
* started moving animation stuff and allat to a separate Octopus.cs script
* changed order of octopodes; it's much more intuitive for it to be left to right than right to left
i think the sprites are too low res tho :( only 2k for 22 sprites not including the text stuff
* did some stuf
* pushing stuff for unity editor
* basically just everything. still more work that needs to be done tho
* unity update
color stuff idk
* icon
* Got the inputs and audio in
* Fixed some things
* kick anim
* more stuff
* anim stuff
* particle mistake oops
* Oops. I am sorry
* Implemented visual stuff
* Made animations scaled to be faster
* Fixes
* lots of anims
* More anims implemented
---------
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
* Set up blue bear for animations and fixed tap trial again
* eyes closed anims
* hi
* z axis awkward
* smile anim
* Anim stuff implemented
* bunch of animations
* oops
* all anims But the crumbs!
* All animations implemented
* Set emotion is not stretchable anymore
* Crumb animators added
* hd sprites 2
* Implemented more anims yahoo
* upscaled other sheet, anim stuff
* small fix
* more anims
* crumb anims
* Face crumbs implemented
* final anims
* oops
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Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
* second contact sprites
* Started rewriting
* Sound stuff
* foreigner textbox
* default miss message
* implement basic player textbox
* transparency support for textbox
refactor function labels to use C# convention
* avoid double function call with mistranslation
* add mistranslation textbox
* fix logic with trailing translation
* auto-positioning of translated text content
* auto-hide textboxes on start
* icon
* Added two new helper functions for pitching with semitones and cents
* All new sounds should be in now
* bunch of visual fixes
* Fixed stuff being innaccurate
* Repeating voicelines begone!
* Thump sound for bob man
* Put an animator on the crowd
* Fixed missing sprites
* Fixed anim not playing sometimes on barely
* Changed length of pass turn event from 0.5 to 1 beat long
* Downscaled Sprites
yippee
* Auto look at
* Fixed bob's textbox not appearing sometimes
* Fixed some small things
---------
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
* munchy
* prefab set up
* fixes
* all the stuff is there
* add scripts and such
ok ev u animate away now
* animations
* eat anim fixes
* set up the stuff for arm animation + temp sfx
i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine
* basically everything should be ready to animate
yes
* more anims
* just a few things not that much !!!!
* fixed anims
* t two snap working + sfx + dumpling color
title. made lotsa progress, it's looking way better
* animations more
* idk!!! it's some stuff. but im going to bed now
* different colored smears + animators for dumplings
* all animations + sprite fixes
* oops fixed stare
* oops 2
* assigned the animator + just a bunch a' stuff
* All anims!! stache and brow stuff
* i go to bed now 😴
* barelies are working pretty well
* very early hits seem to be working on everything but the two twos
-it's temporarily disabled cause the ScheduleInput doesn't play nice with it
* added starpelly's SuperScroll script
* stare and blush blocks
* modifier block
-only functions to disable the baby for now, will do stuff to how the mustache works in the near future
* changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game
for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one.
* Oops
* ymf pls help meee 😭
* Fixed two two dumpling anim not playing
* Fixed smear
* smear animation + monk animation block
ev do ur magic
* oops didn't save
* smear fix
* general progress, barelies, whateva
* pushing stuff for new unity edition
* monk move block
* fix dumplings spawning in editor scene instead of munchy monk prefab(?)
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Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
* tiled stepswitchers
* recolourable step switchers
change text used in the properties edit menu
* fix colour setup on game load
* colourize text based on track
* B
* Unrecognized entity support
Due to some recent discoveries about a certain upcoming rhythm game, I have added support for unrecognized entities found in remix.json to be loaded and moved, and be able to save them.
* Discord RPC Toggle
Required for Mac use. Since there is no persistent settings save, it must be re-enabled each time you open the program.
* Revert "Discord RPC Toggle"
This reverts commit 249ee69ecb1837048fb2f1e45c5dbfffabb11b47.
* Revert "Revert "Discord RPC Toggle""
This reverts commit c2eca02e94d5bc4924c87099f71a25fff8ff101d.
* Remove duplicate song saving
FileMode.OpenOrCreate go brrrrrr
* Delete Properties.meta
whats that still doing there
* Somen Anims
* Icon Updates
* Slurp implemented
* Somen man now resets pose
* Spaceball is no longer too hd
* Spaceball bat fix
Fixed the position of the bat grip thing on air batter's idle
* Mage's upscale downscales
Note to self, do the pure downscale assets later
* Launch party bg upscale
forgot this one oops
* i forgor
changed ct2 bg from 2048 to 4096
* blue bear icon update. again.
help
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Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
* 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 😢
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Co-authored-by: Seanski2 <seanbenedit@gmail.com>