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59 commits
Author | SHA1 | Message | Date | |
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playinful
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75e248c97b
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Catch of the Day (bugfixes) (#814)
* Freeze Frame Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx -playinful * Freeze Frame - finishing touches before finalized assets Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now. * i fixed a couple bugs the dim screen is back and no input duplication when switching games. hallelujah * FreezeFrame randomness update hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly. * initial commit * mar 13 * Updated cloud particles * 3/22 * First PR * corrected a mistake * forgot to change that goofy ahh icon * Bugfixes Fixed a bug where fishes could be reeled in before the bite animation played and get stuck in the bite animation. Fixed a bug where the count-in for the pausegill played at the incorrect time. Fixed a bug where the threefish would cause a scene transition at the incorrect time. * Crossfade close to done * The Long Awaited Crossfade Update * added sort key * one last quick bugfix (hopefully) --------- Co-authored-by: minenice55 <star.elementa@gmail.com> |
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playinful
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80ae5eaf6b
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Mostly Bugfixes (#823)
UI tweaks: - Removed "Clear Photo Cache" GameAction, added "Clear Previous Photos" parameter to the Car cues - Rolled Move T.J., Rotate T.J., and Scale T.J. GameActions into a single GameAction - Legacy functions still exist for remixes created on previous nightly builds Bugs fixed: - Fixed a bug where the spacing of slow cars would be incorrect after a game switch - Made particles scale with tempo - Added functionality for respecting Rate over Distance in ParticleSystemHelpers - Fixed a bug where the photo cache was not cleared after stopping playback of a remix. - Fixed a bug where, upon showing photos, if the remix playback was stopped before the photos were removed from the screen, they would remain on the screen until playback started over. - Removed an unnecessary call to Debug.Log that had been left in by mistake. - Fixed a bug where cars' idle animations would play too slowly and at inconsistent timings. Other refactorings: - Created a "Car" MonoBehavior attached to both the NearCar and FarCar prefabs that handles the movement of cars, removing the need for the "QueuedCars" property of FreezeFrame. - Added a failsafe in the ShowCrowd function for if the user indicates a crowd index that does not currently exist. - Converted one SoundByte.PlayOneShot call into a MultiSound.Sound object. |
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minenice55
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1c6eae8005
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Resource Optimization (#812)
* right foot creep * look around stay low * optimize the fan club prefab use anim layers for the monkeys * dansa med oss * klappa era hander * cossack sandvich * soldier of dance add speed halving / doubling functionality to choreographies * fix selection of starting dance * asset re-organization * organize the last of the 1.0 games * Wall * floating windows can no longer become larger than the actual screen |
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playinful
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a0bec7acd0
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Catch of the Day (#807)
* Freeze Frame Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx -playinful * Freeze Frame - finishing touches before finalized assets Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now. * i fixed a couple bugs the dim screen is back and no input duplication when switching games. hallelujah * FreezeFrame randomness update hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly. * initial commit * mar 13 * Updated cloud particles * 3/22 * First PR * corrected a mistake * forgot to change that goofy ahh icon --------- Co-authored-by: minenice55 <star.elementa@gmail.com> |
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ThePurpleAnon
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642426751b
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Charging Chicken (#805)
* oh yeah i forgot about github lmao no prefab yet, but a bunch of the coding and sfx are implemented * some stuff did some prefab assembly, added background color block, idk i'm tired * a bunch more stuff idk i'm tired again, i really doubt this will even be read by anybody btw if you're reading this, type "charging chicken should be replaced with a piece of pizza" and ping me in the HS discord server * even more more stuff holy shit i did a lot lmao * oh god there's so much done and still so much to do help * the stone platforms man my god this took so much work * god dammit fuck this game * buncha text stuff this wasn't so bad, hopefully i won't want to eat my own shorts next time i work on miss stuff * water speed finally fixed this once and for all i think * stufr music fade, ending text, making platforms fall under the chicken when the chicken falls, general bug fixes * getting there i'd say we're roughly 70% ready for a PR or so * almost done just needs (a lot of) finishing touches * hjgdf stuff * boogledop doobedy deoooebb * buncha shit again oh lawd we getting close, if only these fuckin game breaking bugs would stop showing up * almost done except for the new game breaking bug still. that'll probably take a while * it's getting too real AND the game breaking bug is gone! * checkpoint use this for reverting back while changing how stone platforms spawn * blorf god i have so much shit to do tomorrow * some stuff doobety * trippy added shaders for the "future" bg * colors and stuffs yayy * background objects do be comin tho too real * yo holy shit this is coming together nicely * we cookin frfr * real all too real... * idk something changed but idk what * platforms are cool now yay (still have a bunch of stuff to do tho) * chicken is almost gosh dang done woot * almost there but for real this time probably the second or third to last commit * chiken is feature complete i literally just need three audio files, then set up assbuns, then draft PR * chimken is done yahoo * finishing tooches boopin snoots |
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フマジメ
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cb3304d217
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Built To Scale (Wii) (#804)
* prefab * Spawn Rod * Shoot Rod * Square * Shoot Rod EX * Custom Bounce * Fix spawn * fix animation * Change Block * Change Block Animation * Destroy Square * Fix block's transition * Shoot Rod (mute) * High Curve * animation tweaks, revert to old spritesheet * more accurate placement * more animations * finished anims * all animations done * shake more * Minor correction * fixed square rotations * upscale * icon * Add miss curve and Toggle Blocks --------- Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com> |
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フマジメ
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7f5cae9cf7
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Bon odori patch (#803)
* text scroll * Change animation playback timing * Files forgot to commit |
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フマジメ
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faaf3854db
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Power Calligraphy fixed #Feature Complete (#794)
* Power Calligraphy (WIP) * modified: Assets/Scripts/Games/PowerCalligraphy/Writing.cs * comma * onore * sweep * sun * kokoro * Power Calligraphy (WIP) * Changed object to prefab * Force Prepare * Changed so that the next paper is set correctly. * updated controllers * Red hand * Paper shift * Chounin (WIP) * Power Calligraphy #Feature Complete * Fixed Animations to 30fps |
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playinful
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281d318d38
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Freeze Frame (#784)
* Freeze Frame Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx -playinful * Freeze Frame - finishing touches before finalized assets Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now. * i fixed a couple bugs the dim screen is back and no input duplication when switching games. hallelujah * FreezeFrame randomness update hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly. |
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フマジメ
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85b6fe8bdb
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Power Calligraphy fixed (#778)
* Power Calligraphy (WIP) * modified: Assets/Scripts/Games/PowerCalligraphy/Writing.cs * comma * onore * sweep * sun * kokoro * Power Calligraphy (WIP) * Changed object to prefab * Force Prepare * Changed so that the next paper is set correctly. * updated controllers |
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wookywok
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841929b547
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Airboarder initial PR (#765)
* started working on bon odori * bon odori is now playable, just no animations and sounds * bon odori is functional now, just missing the art, better audio and animations * nothing new, my git is always 1 commit behind * Revert "nothing new, my git is always 1 commit behind" This reverts commit b96a70004de5964902f7bc87d819a9e6047e77fb. * changed the background im only commiting because saladplainzone is gonna do the anims now * Accurate BG * Good prefab * finalized player prefab * Finalize Prefab * More animation stuff * Bow anim done * text is now functional, passing the project to AstrlJelly * merging w master branch * text scrolling is ALMOST functional * scrolling is ALMOST ALMOST functional * FINALLY!!!! TEXT SCOLLING IS DONE!!!!! * TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations * minor bug fixes * TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font * i forgor to change the outline on the fonts * Setup * more working on stuff * more testing * more testing * more testing * some fixes * fixes * testing stuff * fixed some things * a few more fixes * more testing * More fixes * bops and animation adjustments * camera stuff! * Implementing placeholder icon * recolorable sky * fix that bug + format arch file also change the script name * oops --------- Co-authored-by: streitixy <danilomeiraivo@gmail.com> Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: streitixy <85808002+streitixy@users.noreply.github.com> Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: minenice55 <star.elementa@gmail.com> |
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Rapandrasmus
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f9113ccff7
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LumBEARjack (#734)
* Heh * prefab cat * minigame script + sounds imported * more catgrab * oops * functional objects non visual * More cat ghrab 2 * persist/stretchy logs + cue disable sound + sigh * finished cat grab * sdfsdfsdf * oops * Oops. * Freedom * More * more anime * anims almost dune * all anims * Oops. * Fixing bad animation * I have made a severe and continuous lapse in judgement * bear bop + cut + whiff visuals implemented * rest visuals implemented * added log visuals cut * accomadation for persist/stretch * Oops345 * CATS! * sorting layer oops * fix catgrab object being flipped * bug fix and huh choice * sorting layer fix * anim fixes * upscale almost * upscale done * Huge zoom in * left cat put * two main cats done * particles for main logs * Particles implemented * particle tweaks * bg cats placed * bg cats + zoom toggle * slide offset * more bg cat * new object sheet * bg cats final * more particle * particles fr * Oops * catdance update * I have created an Issue * fixed a lot of shit * Paricle fix * particle fix again im sorry * object upscale wip and more * Mistakes * freezer particle and tweaks * resorted * more particle nonsense im sorry everything hurts * freezer break implement * penguin fix * sorry * halves + upscales done + particles done * fixed particles * particle fixes 2000 * fixed cat dance and rest * snow * icon * oops232323 * Sigh * snow implementation * baby done * layering fix * actual layering fix * particle tweaks * windsnowshit * new rotation * rotation pivots set * all particles should be good now * bat fix * bg cats work better * miss implemented * layer arm fix * rotation changed * expose camera ease + spam prevention * it was just 1 beat long * custom objects * custom objects initial implementation * bomb + ball fix * new sounds * oops * More * big ball implementation 2 * Oops. * Update LBJCatMove.cs --------- Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> |
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Rapandrasmus
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1f03646118
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Monkey watch (#555)
* basic setup+inputs
this is gonna be so annoying to optimize
i am SO overwhelmed with the options that i have
object pooling, disabling the monkeys, literally just placing them manually... idk.
* custom monkeys + more setup stuff
it's all coming together .
* a few tweaks
committing to update the spritesheet
* hi ev
* player stuff
* player anims
* particles
* more of prefab
* upscale for this sheet
* prefab more
* oops
* anims n stuff
* assign the stuff, a little bit of rotation
* better sheet
* balloon sheet
* particles
* Revert "particles"
This reverts commit fe4d589731a3ceacc7d80b7fde520f87b1c6e745.
* Revert "Revert "particles""
This reverts commit ce117b280d4bd7400bd40260f4d858f2d5fba9e3.
* fixed the watch outline + pink monkey prefab variant
the bccad really is a life saver
* anims for monkeys
* convert to dictionary
yippee for dictionaries
* better camera
* click animations are all done
* custom monkeys are actually good now :)
* prefab adjustments
* oopps2
* tweaked particles
* inactive monkeys/custom monkeys + prefab fixes
they should work perfectly now, and the prefab should also need no further adjustment
hopefully...
* many animations
* click fixes
* the prefab needed One more adjustment
* oops again
hopefully the shadow is good now
* sheet adjustment
* all yellow anims done
* progress.
starting on the monkeys appear block rn, and then i'll work on the monkey spawning logic. honestly should be pretty easy (and i DON'T think this will be something i look back on as if i was crazy 😄 )
* open / close hole
* monkey spawning working better
* pink monkey anims
* clean slate
* gonna test something
* proper camera
* Camera movements done
* pink monkey sounds and a small bug fix
* clock arrow now moves
* gettin ready to spawn el monkeys
* monkeys should spawn now ig
* bug fixes
* oops
* monkeys appear added
* more fixes yahoo
* shadow tweak
* bug fixes
* zoom out beginnings
* hour more smooth
* smooth minute too
* it now zooms out lol
* middle monkey
* oopsie doopsie
* hot air balloon
* oops
* anim
* disappear fix
* ticks on input now
* prepare earlier
* tiny tweak
* oops again
* fixed the input bug
* holes
* middle monkey anims
* fixed layering
* zoom out tweaks and shadow movement
* camera tweak
* tweaks
* quad
* camera tweak
* quart
* inspcetor
* shadow correct
* Okay
* zoom out seperation
* instant
* balloon movement
* balloon fixed
* fixed particle
* icon
* fixed beataction parameters
* monkey watch camera refactor
run sourcegen
---------
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
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ev
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fc55712779
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Nightwalk GBA (#569)
* Nightwalks set up * Play yan with balloons * platformSetUp * Platform handler fundamentals * Count In Added * small thing * Got em inputs in nightwalk gba to work * Platforms now spawn when there's no count-in * He jumps now! * Decreased platform count * Height changes added * Randomness for height changes * Name changing * Fixed a bug with no count in blocks * Ok height changes should be flawless now * No jumping added * Umbrella and lollipop added * Umbrella drum pattern added * Fallyan :( * Implemented falling :( * Fixed drum patterns not working * Fish implemented * Fixed kick sound being weird * 4 beat count in added * Tweaked landing pos * Walking Count-In added * new sprites touched up anims * oops1 * barely anims * Implemented barelies into nightwalk gba * Balloons have random positioning now * New sounds and whiff/barely sounds * Fall smear added * Fixed issues with platform heights on gameswitches * 24 platforms * walk is normalized now * Star scrolling functionality done * Blink animations n stuff * STARS BLINK NOW * Force evolve added + tweaks * Fixed stars not stopping + upped amount of stars * End event setup * Finding end blocks logic added * end event functionality finished * end platform anim * fixed anim * only stars on screen evolve * 2 evolve by default * End event fixes * more blinking * star blinks now and has string * minor tweak * fix to interaction between fish and end block * tweaked dropdown values * removed fish sound * named some sprites in the spritesheet * high jump and roll anims * Roll sound should only play if valid * Small fix to roll cue sound logic * Another small fix to roll cue sound logic * ok actually fixed roll sound * roll platform added to jumpl platform prefab * Roll cue platform visuals done * Basic Roll Cue implemented * flower * umbrella * barely for roll release * OOPS * smol fixes * fixed visual stuff and added missing to rolls * redid sheet, new anims * slow walkin' * adjustments * oops * adjusted smear * improved interaction between roll and end block * improved interaction between roll cue and platform heights * 32 stars * made the star boundary way smaller * how was i this stupid * fixed more interactions * stack proof roll cue and also end block + roll cue fix * Fixed things related to stars * fixed no jumping not working with end block + roll * nearing the final stages * rolls counts for 2 jumps now * fixed a bug to do with roll platforms and made roll platform sounds not be able to be played on invalid beats * made stage 2 stars bigger * added destroy roll platform sprites * update to new systems --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> |
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minenice55
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35832c2dfc |
last of the assetbundle definitions
fix input scheduling not taking into account what minigame is actually active at the target time fix input disable and autoplay jank prep "friendly program name" define title screen adjustments remove bread2unity |
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minenice55
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96ff6ddf8b
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The Rest of Pajama Party (#599)
* fix weird tiling issue * bg open / close * slice this sheet * mako transformation * monkey colour change * monkeys transform * high mode details instant high mode * boats * re-enable ABs * stretchable BG change |
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Rapandrasmus
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98835c3936
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Title Screen (#454)
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com> |
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Rapandrasmus
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121df4a2d3
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Splashdown (#528)
* cool * Splashdown is now a real minigame * everything * cheer * oops * oops 2 * Synchrettes now spawn in and stuff * little closeer * Appear and dive implemented * edited particles * made anims slightly slower, big droplets on appearsplash, 4 girls looks less weird now * adjustments * Whiffing Implemented * Implemented jumps * Implemented missing for jumps * together jump implemented * jump height now serializeable * Remix 9 together jump implemented * alley-oop! * ops3 * smaller * fixed a bug * crowd cheer implemented * Intro implemented * floating implemented * Tweaked start jump * Update issue template to include .riq/.zip info (#483) Co-authored-by: patata <patataofcourse@gmail.com> * Pull release 1 (#484) * Squashed commit of the following: commit |
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Rapandrasmus
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fc5614dae2
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Air Rally Rework/Finalization (#512)
* smol tweaks * air rally is now recursive and has the bg sheet * everything has been reworked now * oopsie * toss + constant anims * catch * catch and alt ba bum bum bum * day/night cycle, needs accurate colors * enter, daynight fixes and start on cloud density options * cloud density options * fixes * islands basics * islands progress * island tweaks * more tweaks * final tweaks * Birds implemented * snowflakes, cloud speed changes, snowflake speed changes and forward pose * rainbow added, so gay * el background clouds * oop * boat and balloons * Trees added * reduced tree amounts --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> |
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minenice55
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118cd4993d | Merge branch 'release_1' into pr/458 | ||
Rapandrasmus
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6eac745eae | gandw on balls has been added | ||
Rapandrasmus
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41157a038c | Some new curves | ||
AstrlJelly
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faf3fbf97c |
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 |
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AstrlJelly
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11044922d3
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Marching Orders Rework + Bug Fixes (#442)
* 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> |
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AstrlJelly
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1a78876bae
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Octopus Machine Finalized (#437)
* 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> |
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ev
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9b16a8d5a9
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Fan Club Retouch (#416)
* 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> |
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minenice55
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2272416fa7
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Double Date Balls (#396)
* 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> |
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AstrlJelly
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85f9b508a2
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Octopus Machine (Initialization) (#367)
* 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 |
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ev
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455692a2cd
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Double Date (#366)
* 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> |
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ev
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e8aa00c5a8
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Second Contact (#363)
* 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> |
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Rapandrasmus
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039c33b138
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Glee Club REAL! (#346)
* Got some basics down * Started on the event stuff * Stop wail added * Baton cue added * quick anim fixes * Started on hearts and miss faces * Did anim stuff * anim fixes * Together Now! * Glee Club - Together Now & Anim Fixes * Forcesing added * Street Spirit (Fade Out) * Pitching Slider for conductor voice * Small tweaks to glee club * Repeating tickbox added to glee club sing event * Toggle chorus kid presence added --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: minenice55 <star.elementa@gmail.com> |
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Rapandrasmus
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d83900fe5b
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Added Flipper-Flop! Fliptastic! (#333)
* Begun * horizon * Added animators and attention company voiceline * Success Inputs and audio done * some flipper flop anims * Icon + Flipper roll improvements + anim implementation * Code cleanified * Begun work on missing logic and sounds and faces * Faces fixing * Barely faces and sound * forgort this * Miss faces for the player implemented * flippers done * a few fixes * Gave captain tuck's head an animator * mirrored anims * more anim stuff * Implemented some anims and shit * more anim stufff * Implemented dem anims * captain tuck anims * More implementations * reverse rolls * captain tuck walk * more animation nonsense * more tweaks lol * camera and move stuff, buggy though * I hate this bug ! * Implemented more anims! WOw! * Walking * Grrr * More stuff implemented yippee * roll fixes * anim stuff 2 * oops * new anim scaling * Fixed stuff * fixing past mistakes * Exposed roll distance in inspector * anim nonsense * Lots of fixes and tweaks and small additions * Fixes!!!!!! * Changed to an uh slider instead of tickbox * animation adjustments * snow particles * implemented snow particle * Miss sound improved and whiffs added * miss anims * Updated bop and ability to mute attention company voice line * Impact fixes --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> |
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Jellirby
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db81702c22
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Cheer Readers (Just in General) (#328)
* Trying to revive cheer readers * its up to you! * animation time * rah rah sis boom ba boom * position fixes * Ok it's on and other cool stuff * help * lotta stuff * girls * implemented faces * Resetpose * nature is healing * anim fixes * Fixed the lipsync stuff * more lip sync * oops * blushing and lipsync for its up to you * fixes * blush fixes * Fixes with repositioning stuff * Prefab ready for posters * Posters work, look ugly af, but they work * Yay placeholder animation * yay placeholders * fixes * Fixed stuff! Wow epic! * almost all lipsync is in * boom placeholder * Multiple posters * a bunch of girls * Implemented da girls * all anims done * oops * more fixes * Implemented happy faces * oops * Oops2 * made timing of the happy face more accurate * upscaled background * books * Fixed a bug with ok its on * particles for yay * star particle implemented * oops the particle * added another stand * new icon --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> |
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ev
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5952d4d8d1
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The Dazzles (#325)
* i Am trying * changes * i moved boxes by like 3 pixels * particle * done w the pose particle * edited the particle a bit oops * The dazzles is now initiliazed * Lol added a script to the girl prefab * girl * Girl in scene activated * Added animator to girl * should be good now * almost all the animations * night walk stars * oops * scddfxcdx * Got Started on the inputs * Started on custom poses * box stuff * anim changes * Custom poses! * oops * grr * Box moment * Stretchables crouch + star enable/disable dropdown * fixed box animation * anim fix again * Bopping added * Fixes to bops and other weird stuff * mis s stuff * oops * Sound improvements * blackflash is funky * The heads are in... kinda * Angy >:( * small fix * fixed heads * fixed mouth * Whiff inputs should be more accurate now * Fixed every possible Issue I could find * Fixed the lighting, only missing an icon now * Force hold event added + sound fixes * made them autobop by default * anims fixes lol * Fixed some inputs being inaccurate * temp icon * oops * some tweaks and We are done! * Count in is more accurate * fixed the sounds yet again * new icon * oops --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> |
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Rapandrasmus
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31da780d3d
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Boom (#319) | ||
AstrlJelly
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d8eb69c033
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Meat Grinder (#314)
* 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 --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com> |
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Rapandrasmus
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4bf4c6ecc9
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Sneaky spirits has snuck its way into HS! Wow! Amazing! (#307)
* Started, off to a good start * Animation shit * I hope this looks okay * expose song pitch to minigames * clean up new additions * They now lower down * Da new pitch stuff needs update but I made cool stuff regardless * Hit sprites implemented * Added barely animation for ghost * Missing and barely stuff implemented * make new functions actually set music pitch * Bow enter or exit --------- Co-authored-by: minenice55 <star.elementa@gmail.com> |
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Rapandrasmus
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e11381bae8
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No way, fireworks is now feature-complete???! he did da impossible PART 2 (#298)
* Started * Added bomb * Just need more explosion types ig * Count ins :D * Remix 5 background * This was painful * Shity particles * particle adjustments * stuff --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> |
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Rapandrasmus
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2b1dff15a9
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TAP TROUPE ADDED! OKAY! (#288)
* Started * Imported new spritesheet * Set up new spritesheets * Added foreground elements * Added bopping * SOUND FILES * Working dough fixx lol * Stepping Added! * minor tweak * Tap troupe inputs are queued yippee * Tapping math stuff done * Added tapping animations for npcs * OKAY! * Party Popper! * Improved da particle * Vine boom * Ready for PR! * Little fix * anim adjustments * Updated some sounds and scaling * all anims done --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> |
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Rapandrasmus
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4ebf60cd45
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Playable Launch Party! Hooray! issues with the BG stuff though lol (#282)
* Somewhat Playable Launch Party Pitches/Animations are almost finished * idk what you'd call this anymore * More Launch Party Code * Actually Approachable Code! * Some other stuff idk * Cleanup preparation * Beginning too rebuild * Got the rocket and cracker crackin' * Basics done codewise * Started setting up the movement of the launch pad * You can now move da launch pad and rotate it too * Scrolling Background effect added * Small tweak * Name changes * Rise animation adjustment * animations stuff * miss and launch anims are in * Implemented animations * Adjusted sizing of launch pad * Able to change scroll speed, but with major issues * more anims * More anim implementations * more final touches * Bug fixes --------- Co-authored-by: Jellirby <80490342+Jellirby@users.noreply.github.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> |
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Rapandrasmus
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fe19ddc767
|
Tons of cleanup in TONS OF MINIGAMES!!! (#270)
* Tons of stuff... * Drumming practice improvements * Easing for drumming practice * Converted TOTC to prefunction * Split scratch o into two * Forthington voice lines can now be played outside of air rally * Rhythm Rally Improvements * Air rally sound improvements * Spawn blocks rework * BTS ds small tweaks * Tap Trial fixes * More tweaks to tap trial * Final minor tweaks |
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Bhaos
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e49c0825c5
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Kitties (WIP) (#237)
* Kitties! (Initialization) * Kitties Sprites Set-up * Kitties (Placeholder Icon) * Kitties (SFX added and some work on input) * Kitties Animation Stuff * Kitties Idle and Pop In * Kitties Clap Animations and Inverse Spawn * More Claps * Face Claps * Face Idle (Partially Done) and Mice * Finished Claps * Spins Partially Done * Started On Fish * Finished Rolls * Fixed issue where animation flip would override code flip * Fish Catch Animation Started * Kitties Inputs Done and Custom Background sorta done * Changed from "Initialization Only" to "WIP" |
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Rapandrasmus
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ecabbd8966
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Add Working Dough (Finished), Missing HD Assets and Updated Icon only. (#210)
* Added sfx, sprites and folders neccesary. And also made an empty game object for working dough * Started work on the background * Implemented all unanimated sprites * Added Init * Added Prefabs * Added Jumping and Idle Animatins for the Dough Dudes * SmallFix * Start Interval Event Implemented * Added Audio and Small and Big Ball events * Code Improvement + starting making the balls * Added bezier curves * Added First Rendition of Balls * Added NPC Balls and starting doing small transporting animations * SmallFixes * SmallSoundChanges * Implemented Audio and prefunction, not done with it though * In process of fixing set interval * Added more prefunction stuff and also started working on player input * Tried adding player balls, not done, many bugs to fix * Reverted trying to make the playerenterdoughball handle inputs, gonna do it through the main script instead * Sat up input code for later * Input works now! Need to add barely and wrong input animations and fix bugs * Tiny fix * Added first draft of wronginput animations * Finished all input anims, trying to fix bugs * Added finished Spaceship animations * Added Mr Game and Watch WIP and lifting dough dudes * Finished GANDW, fixed some bugs and still fixing bugs, almost done! * DONE |
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Bhaos
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0115333d8b
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Kitties! (Initialization) (#200)
* Kitties! (Initialization) * Kitties Sprites Set-up * Kitties (Placeholder Icon) |
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minenice55
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eaba812665
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Timing Window Improvements (#199)
* implement a fix for #196 - improve checking for unwanted inputs in minigame scripts, see Fan Club, Karate Man, and Pajama Party for examples - provisionally implemented calculating average player input offset * update samurai slice ds to new assets implement near miss feedback * import new pajama party assets |
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Jellirby
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ab492fb8dd
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A PROPER Initialization of Cheer Readers (#184)
* a PROPER initialization * a PROPER initialization * this again |
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KrispyDotlessI
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a064a06552 |
Animations (almost) done!
just need that one animation internally called "Bomb" when it's actually steam |
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KrispyDotlessI
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e3a4443d91 |
Cadets' heads and bodies separated, "keep-up" no more
you have no use anymore keep-up |
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KrispyDotlessI
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74692a6d80 |
More anim-code progress
i procrastinated a bit |
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KrispyDotlessI
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3c0201dcdb |
Marching Orders - Full Base
im so tired rn i wanna at least get back on modding i wanna take a huge rest i wanna sleep |