* Just need to rewrite how player text works
* text almost fixed
* text is now fixed
* ellipses added
* Removed cnr api from rockers and working dough
* oops
* Prep stuff
* Tweezers now spawn in
* Started converting tweezers
* I hate <1 beat intervals
* Actually nvm
* fixed a bug
* You can chain intervals now, stack them if you really wanted
* Pass turn checks if crhandlerinstance exists
* Fixed hairs being deleted by onion switch
* Rockers rerewritten
* working dough rerewritten
* favoriting and pick block
favoriting needs to not break after previewing (maybe make it persistent in the settings file?)
pick block needs to pick the icon, too. and preferably scroll to it as well
* final star anim + automatic icon game switching
before i make any more changes im making a checkpoint here cuz i know it works
* i want to add a way to specify which event SwitchGame() will switch to (because that's a cool feature for pick block)
* i'll have to figure out how to auto scroll to the game when the icon is selected
* the star now fully works, even between preview switches 👍
* fix the rest of the stuff
the event name gets colored correctly and hidden games are skipped over, but still loaded.
also i built mm ass buns
* tweaks + zoom and sorting
this stuff will be in the pr desc so it doesn't matter
* oop one more thing
* icons look better now :D
mipmaps to the rescue
* double date fix
commit a6ce193ce5
Merge: 6105bb4f9b24ac48
Author: minenice55 <star.elementa@gmail.com>
Date: Wed Jun 14 01:23:31 2023 +0000
Merge pull request #473 from minenice55/easings-fix
Enum Parsing Fix
commit 9b24ac4838
Author: minenice55 <star.elementa@gmail.com>
Date: Tue Jun 13 21:21:13 2023 -0400
fix all parsing of enums, removed the "special case" for eases
update to latest Jukebox
commit 6105bb4f64
Merge: 576b4a008df235a8
Author: minenice55 <star.elementa@gmail.com>
Date: Tue Jun 13 21:39:15 2023 +0000
Merge pull request #469 from minenice55/jukebox-update
Jukebox Package Update
commit 576b4a0017
Merge: 9980445710f8fa7f
Author: minenice55 <star.elementa@gmail.com>
Date: Tue Jun 13 21:39:08 2023 +0000
Merge pull request #458 from AstrlJelly/MiscAdditions_4
Bug Fixes + Feature Additions
commit 10f8fa7f5a
Author: minenice55 <star.elementa@gmail.com>
Date: Tue Jun 13 17:38:24 2023 -0400
add "updater" for the old marching entity
commit 118cd4993d
Merge: 1c1c731d99804457
Author: minenice55 <star.elementa@gmail.com>
Date: Tue Jun 13 17:22:01 2023 -0400
Merge branch 'release_1' into pr/458
commit 8df235a85b
Author: minenice55 <star.elementa@gmail.com>
Date: Tue Jun 13 16:55:02 2023 -0400
let play mode start if no song file is loaded
fix issue with loading large audio files
commit 9980445723
Merge: aff1e3d82f595824
Author: minenice55 <star.elementa@gmail.com>
Date: Tue Jun 13 18:32:40 2023 +0000
Merge pull request #471 from Rapandrasmus/FixWorkingDoughCurve
Fixed weird curve stuff on game switch in working dough
commit 2f59582460
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Tue Jun 13 19:24:13 2023 +0200
Fixed weird curve stuff on game switch in working dough
commit aff1e3d889
Merge: b40ec128c9accfa5
Author: minenice55 <star.elementa@gmail.com>
Date: Tue Jun 13 16:09:21 2023 +0000
Merge pull request #470 from Rapandrasmus/WorkingDoughFixes
Fixed small balls not working in working dough
commit c9accfa52d
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Tue Jun 13 18:07:13 2023 +0200
Fixed small balls not working in working dough
commit b40ec128a5
Merge: 9f953d5095c9b346
Author: minenice55 <star.elementa@gmail.com>
Date: Tue Jun 13 14:56:58 2023 +0000
Merge pull request #467 from Rapandrasmus/WorkingDoughRework
Working Dough rework
commit 95c9b34695
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Tue Jun 13 16:13:08 2023 +0200
modernised rockers pass turn
commit 0debf55391
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Tue Jun 13 16:03:08 2023 +0200
Rhythm tweezers pass turn now works like working dough
commit 6eac745eae
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Tue Jun 13 15:51:35 2023 +0200
gandw on balls has been added
commit 349867d983
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Tue Jun 13 14:59:56 2023 +0200
Proper inactive handling now
commit d469c6c3fa
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Tue Jun 13 13:52:15 2023 +0200
OnSpawnBall reimplemented
commit dd290b3331
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Tue Jun 13 13:37:09 2023 +0200
new sounds
commit 757e1c2c5e
Author: minenice55 <star.elementa@gmail.com>
Date: Mon Jun 12 17:18:37 2023 -0400
update Jukebox to latest version
fixes for inferred entity loading
commit 8ce1d8276b
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Mon Jun 12 21:36:57 2023 +0200
ball transporter anims for pass turn
commit af0d9bae19
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Mon Jun 12 20:38:48 2023 +0200
working dough converted, need to fix eveerything though
commit db21d51673
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Mon Jun 12 18:36:41 2023 +0200
Converted everything to new curves and made playerballs handle themselves input-wise
commit 41157a038c
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Mon Jun 12 14:04:32 2023 +0200
Some new curves
commit 7d754f5706
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Mon Jun 12 12:03:21 2023 +0200
Rockers can do it too now
commit c196947251
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Date: Mon Jun 12 11:58:31 2023 +0200
You can now place inputs on top of pass turn for rhythm tweezers
commit 9f953d505f
Merge: 2a8d8d6fce3e6f2d
Author: minenice55 <star.elementa@gmail.com>
Date: Sun Jun 11 15:55:40 2023 -0400
Merge branch 'master' into release_1
commit 2a8d8d6fd2
Merge: 9e3e594213adf5b0
Author: minenice55 <star.elementa@gmail.com>
Date: Sun Jun 11 19:53:47 2023 +0000
Merge pull request #465 from minenice55/dont_infer_track
Don't infer the track field when importing converted v0 riq coming from unknown origin
commit 13adf5b07b
Author: minenice55 <star.elementa@gmail.com>
Date: Sun Jun 11 15:52:14 2023 -0400
don't infer track when importing a v0 riq from another program
commit 9e3e594209
Author: minenice55 <star.elementa@gmail.com>
Date: Sun Jun 11 12:12:25 2023 -0400
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
commit 1c1c731dd1
Author: minenice55 <star.elementa@gmail.com>
Date: Sat Jun 10 23:00:30 2023 -0400
add updater for marching orders turn
commit 210be54ba3
Merge: 67b6658caf8395fb
Author: minenice55 <star.elementa@gmail.com>
Date: Sat Jun 10 22:36:10 2023 -0400
Merge branch 'release_1' into pr/458
commit af8395fb6a
Merge: 81eafec9afc665ed
Author: minenice55 <star.elementa@gmail.com>
Date: Sat Jun 10 22:30:32 2023 -0400
Merge branch 'master' into release_1
commit 81eafec986
Author: minenice55 <star.elementa@gmail.com>
Date: Sat Jun 10 22:27:58 2023 -0400
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
commit 67b6658cd3
Author: AstrlJelly <bdlawson115@gmail.com>
Date: Sat Jun 10 16:55:10 2023 -0400
convert float to double and all that
commit a4b66367fd
Merge: 08a664baafc665ed
Author: AstrlJelly <bdlawson115@gmail.com>
Date: Sat Jun 10 16:01:44 2023 -0400
Merge remote-tracking branch 'upstream/master' into MiscAdditions_4
commit 08a664ba2a
Merge: faf3fbf92b0ced2f
Author: AstrlJelly <bdlawson115@gmail.com>
Date: Sat Jun 10 15:21:22 2023 -0400
Merge remote-tracking branch 'upstream/master' into MiscAdditions_4
commit faf3fbf97c
Author: AstrlJelly <bdlawson115@gmail.com>
Date: Sat Jun 10 15:18:45 2023 -0400
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
commit bb2ae74339
Author: minenice55 <star.elementa@gmail.com>
Date: Sat Jun 10 15:13:29 2023 -0400
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
* 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
---------
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(?)
---------
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
---------
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 😢
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
* 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>
* new letterbox implementation
* make DSP buffer larger
* add new "ambient" letterbox option
* remap keyboard control
* enable autoplay cheat mode
* fix editor settings not being applied on start
* run the cursor init in editor init
remove debug prints
* starting out with double date stuff :D
not even the background is finished
i just wanna get this on my fork so that it's safe
* double date getting more initialized
no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune
* initialization done!!!!!
gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances
* ughhhh animation stuff.
this is gonna take me a day or two to even comprehend
* starting on animation
committing cause im traveling, i might work on this if i have time
* replace sounds, extend some stuff
replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far
* starting on dog ninja
waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does.
* initialization and sprite trimming done
reference is from angrytapper2's video
Throw Object,
Cut Everything!, and
Here We Go!
were the cues added, in that order.
* temp icon w/ mask + bezier curves!!
the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object.
* getting there
i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered
* added sfx
* added bird animations
* looked at double date for like 2 minutes
* have been editing blue bear's "treat" block to fit dog ninja for a while now
(im gonna try doing these commit notes from now on)
* keeping trying
* cues have sfx now
- the "throw object" cues are not accurate yet
* animations adjusted to not keep bird on screen
* not much progress rn, getting into the harder stuff
* added more sfx
- it's from rhre3, if somebody can find a clean rip that would be great, cause i can't)
* made a bop animation
- still trying to figure out how to get it to play every beat :/
* replaced throw sfx, was using whiff sfx before
* extended background using a slice of the sky gradient and color picked blocks
* some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games.
* i need to work out conflicts
really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason 💀
* blehhh
figuring out git some more
* doesn't look like much. but
I GOT ANIMATIONS WORKING.
(god, i suck at C#)
* bop animations, on every beat (will soon make it a toggle)
* bird fly in and out, flies in when not on screen and out when on screen
* did more work on "throwObject.cs" but not anything applicable yet
* also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned
* trying to get different sfx working for each item
really i just established some structure code. i don't understand it too well, so there are a few things commented out.
* starting with inputs
rn they're broken and i can't tell why :(
* heavily commented out code in ThrowObject.cs
* added option to disable the bird's FlyIn SFX
* some debug stuff
* some scheduled inputs (that AREN'T. WORKING.)
* fixed the input bug
tysm ymf <333 ur my hero
technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr
* fixed that input bug
* changed some variable names
* getting some more infrastructure for getting the game fully working
* double date stuff!!!! (improvements, playability)
* purged SO much code
* combined SoccerBall.cs and Basketball.cs into Ball.cs
- might do that for Football.cs too, but we'll see
* removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off.
- also fixed an error pertaining to animations
* basic input stuff for when bread2unity gets merged
* oh so much infrastructure stuff
* lol commit
* some animation stuff
* sfx stuff
all the different options have sfx tied to them for the throw and slice. now onto sprites and animation...
* added tacobell too :)
* dog ninja going into WIP :D
(commiting rn cause i wanna do some experimental animation)
* one more object :)
* optimized some code
* new sprites are almost done; i've got a list of both the sprites and their halves.
* sprites are in! and goodnight.
UGHHH BEZIER CURVES I DONT UNDERSTAND YOU
* all the sprites go with their corresponding option and sfx
* bird improved slightly
* BEZIER CURVES
* actual fruit animation
* toggle for random fruits (doesn't work yet)
* textbox for custom objects (doesn't work yet)
- not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu
* some stuff i don't remember, but it's definitely stuff that's working towards making everything work.
miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god)
gura-nyuuu :3 (i'm sorry)
* added a single sfx
* custom objects!!
tbh a lot more's coming but i need to merge my stuff
i don't feel like taking notes here
* working on halves
* misc cleaning up stuff
* started on the logic for halves
* progress on halves, cleaning out variables
i need to sync between laptop and pc
* im pretty sure that's all the double date stuff taken out
👍
* neatened up code + better bezier curves
* adjusted bezier curves
- sooo close to perfection but very noticeable stuttering at lower speeds
* changed random to default object option instead of a bool; makes more sense this way
* renaming things, getting code ready for new animations
* commented a bunch of my code
* re-fixing a bunch of stuff that has since broken from updating stuff
- i.e random fruit, sprites, "here we go!" in general, etc.
* new font, stuff fixed
* added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925)
* fixed "here we go!"
* some more left or right object animation stuff
* so many things
* fully added custom items
- accessible through a cheat code type system in the drop-down for cues
* changed how the bezier curves function
- only three points now (much smoother) and i just start it much later on the curve
* added AboutFriend font, basically kurokane except free to use
* started more on halves
god, halves are gonna be hard tho
* quick commit
by [d]
* got temp animations in
* temp animations for ev
* replaced ai sprites with ev's (thank you <333)
* getting progress on halves
* cleaned up files
* hi res sprites
* throw both objects + prepare anim
title
though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart)
* all dog ninja animations
* forgot some stuff lol
* prep anim done
yay :)
* oops! blend tree moment
(more stuff)
* animation fixes
* more anim fixes lol
* done for the night
* added seanski's new icon
* fixed the sound for both objects getting thrown
* still working on the prepare animation, but for now it's gonna be a block
- if literally anybody wants to implement an auto-prepare that isn't jank be my guest
* halves progress, as usual
* added a new item 😄
* fix conflicts
just saw these in the pr, this commit should fix them
* clean up code/fix prepare block
thank you ymf!!! <333
* code optimizations
* both slice anim + prepare anim fixed
* i have stashed changes i need to work on
* stashed changes
* remade halves lists
* renamed some sprites
-i had funny little names like "tater" and "cuc" but that's a bit confusing
* custom halves don't have the framework for them yet so i was building that too
* half sprites work now
onto making the curve an animation!
(also fixing the text ig)
(ALSO i fixed the prepare stuff (i think))
* unity animation 💀
death
* Fixed text stuff
* push changes so nothing breaks
hi ymf
* i'll work on this more later
* halves r workin
* oops! all mp3s!
-converted mp3 sfx to ogg
still need to do barelies, then everything is done
* barelies are so close to being done!!!
tweaking + figuring out how position works depending on which side the object was thrown
* stopping for the night
barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back
ill finish this tomorrow.
* 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 😢
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
👹
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: patataofcourse <patataofcourse@gmail.com>
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
* dj school rework
* ASSET BUNDLES
fdgdfgfgfgfgfgfgggggggg
* more stuff
* Animation scaling
* gave dj yellow a script
* DJ yellow now gets his head sprite changed through script again
* turntable Hold animations now play
* Force hold added
* all sprites and anims done
* tweaks
* The expressions should be good now
* Added bop parity to dj school and fixed a small bug
* changes
* Fixed bugs with the heads being funny
* Added boo and cheer
* Boo improvements
* new icon
---------
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
* Sneaky Spirits - Fix Easing
gost go woosh
* Sneaky Spirits - Tree Tweaks
Stops during slowdown now and realigned second animation frame
* Space Dance - Polish
Added new Hi-Res effect textures, adjusted sound offsets
* Space Dance - Gramps Animation Tweaks
* Flipper Flop - Partial Offset Fixes
Still need to do the roll counting, huhs, and appreciations, but waiting on YMF to make the code ready for that
* 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>
* starting out with double date stuff :D
not even the background is finished
i just wanna get this on my fork so that it's safe
* double date getting more initialized
no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune
* initialization done!!!!!
gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances
* ughhhh animation stuff.
this is gonna take me a day or two to even comprehend
* starting on animation
committing cause im traveling, i might work on this if i have time
* replace sounds, extend some stuff
replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far
* starting on dog ninja
waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does.
* initialization and sprite trimming done
reference is from angrytapper2's video
Throw Object,
Cut Everything!, and
Here We Go!
were the cues added, in that order.
* temp icon w/ mask + bezier curves!!
the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object.
* getting there
i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered
* added sfx
* added bird animations
* looked at double date for like 2 minutes
* have been editing blue bear's "treat" block to fit dog ninja for a while now
(im gonna try doing these commit notes from now on)
* keeping trying
* cues have sfx now
- the "throw object" cues are not accurate yet
* animations adjusted to not keep bird on screen
* not much progress rn, getting into the harder stuff
* added more sfx
- it's from rhre3, if somebody can find a clean rip that would be great, cause i can't)
* made a bop animation
- still trying to figure out how to get it to play every beat :/
* replaced throw sfx, was using whiff sfx before
* extended background using a slice of the sky gradient and color picked blocks
* some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games.
* i need to work out conflicts
really this is just pushing all my stuff so i don't lose it, tambourine is giving my fork conflicts for some reason 💀
* blehhh
figuring out git some more
* doesn't look like much. but
I GOT ANIMATIONS WORKING.
(god, i suck at C#)
* bop animations, on every beat (will soon make it a toggle)
* bird fly in and out, flies in when not on screen and out when on screen
* did more work on "throwObject.cs" but not anything applicable yet
* also found out how assigning scripts to a prefab works. ugh. so, got all those holders and objects assigned
* trying to get different sfx working for each item
really i just established some structure code. i don't understand it too well, so there are a few things commented out.
* starting with inputs
rn they're broken and i can't tell why :(
* heavily commented out code in ThrowObject.cs
* added option to disable the bird's FlyIn SFX
* some debug stuff
* some scheduled inputs (that AREN'T. WORKING.)
* fixed the input bug
tysm ymf <333 ur my hero
technically this is a functioning game! gonna get different sfx/sprites working, try to get bezier curves working, then i'll make a pr
* fixed that input bug
* changed some variable names
* getting some more infrastructure for getting the game fully working
* double date stuff!!!! (improvements, playability)
* purged SO much code
* combined SoccerBall.cs and Basketball.cs into Ball.cs
- might do that for Football.cs too, but we'll see
* removed bop animation, it looked bad and made double date as a whole look bad cause it didn't reset. so the boy looked a bit off.
- also fixed an error pertaining to animations
* basic input stuff for when bread2unity gets merged
* oh so much infrastructure stuff
* lol commit
* some animation stuff
* sfx stuff
all the different options have sfx tied to them for the throw and slice. now onto sprites and animation...
* added tacobell too :)
* dog ninja going into WIP :D
(commiting rn cause i wanna do some experimental animation)
* one more object :)
* optimized some code
* new sprites are almost done; i've got a list of both the sprites and their halves.
* sprites are in! and goodnight.
UGHHH BEZIER CURVES I DONT UNDERSTAND YOU
* all the sprites go with their corresponding option and sfx
* bird improved slightly
* BEZIER CURVES
* actual fruit animation
* toggle for random fruits (doesn't work yet)
* textbox for custom objects (doesn't work yet)
- not user-submitted stuff, just stuff that doesn't really fit in the main dropdown menu
* some stuff i don't remember, but it's definitely stuff that's working towards making everything work.
miss anims don't work yet. at all. the objects just go flying. also the slice animation needs to be finished for both sides, and a bool needs to be added for which side to play (will be easy to do) also when you randomly slice, which is determined completely randomly (thank god)
gura-nyuuu :3 (i'm sorry)
* added a single sfx
* custom objects!!
tbh a lot more's coming but i need to merge my stuff
i don't feel like taking notes here
* working on halves
* misc cleaning up stuff
* started on the logic for halves
* progress on halves, cleaning out variables
i need to sync between laptop and pc
* im pretty sure that's all the double date stuff taken out
👍
* neatened up code + better bezier curves
* adjusted bezier curves
- sooo close to perfection but very noticeable stuttering at lower speeds
* changed random to default object option instead of a bool; makes more sense this way
* renaming things, getting code ready for new animations
* commented a bunch of my code
* re-fixing a bunch of stuff that has since broken from updating stuff
- i.e random fruit, sprites, "here we go!" in general, etc.
* new font, stuff fixed
* added [about friend font](https://www.deviantart.com/matthewtheprep/art/About-Friend-Extended-Now-with-Greek-and-Cyrillic-832264925)
* fixed "here we go!"
* some more left or right object animation stuff
* so many things
* fully added custom items
- accessible through a cheat code type system in the drop-down for cues
* changed how the bezier curves function
- only three points now (much smoother) and i just start it much later on the curve
* added AboutFriend font, basically kurokane except free to use
* started more on halves
god, halves are gonna be hard tho
* quick commit
by [d]
* got temp animations in
* temp animations for ev
* replaced ai sprites with ev's (thank you <333)
* getting progress on halves
* cleaned up files
* hi res sprites
* throw both objects + prepare anim
title
though, i still need to work out how the prepare animation will not play when you need to slice (cues a beat or less apart)
* all dog ninja animations
* forgot some stuff lol
* prep anim done
yay :)
* oops! blend tree moment
(more stuff)
* animation fixes
* more anim fixes lol
* done for the night
* added seanski's new icon
* fixed the sound for both objects getting thrown
* still working on the prepare animation, but for now it's gonna be a block
- if literally anybody wants to implement an auto-prepare that isn't jank be my guest
* halves progress, as usual
* added a new item 😄
* fix conflicts
just saw these in the pr, this commit should fix them
* clean up code/fix prepare block
thank you ymf!!! <333
* code optimizations
* both slice anim + prepare anim fixed
* i have stashed changes i need to work on
* stashed changes
* remade halves lists
* renamed some sprites
-i had funny little names like "tater" and "cuc" but that's a bit confusing
* custom halves don't have the framework for them yet so i was building that too
* half sprites work now
onto making the curve an animation!
(also fixing the text ig)
(ALSO i fixed the prepare stuff (i think))
* unity animation 💀
death
* Fixed text stuff
* push changes so nothing breaks
hi ymf
* i'll work on this more later
* halves r workin
* oops! all mp3s!
-converted mp3 sfx to ogg
still need to do barelies, then everything is done
* barelies are so close to being done!!!
tweaking + figuring out how position works depending on which side the object was thrown
* stopping for the night
barelies are actually so insanely close to being done it's just a little bit of jank that's holding them back
ill finish this tomorrow.
* 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>
* Rhythm rally and cheer readers improvements
* Autobop for fan club
* Implemented new bop parity for fan club, rhythm rally and ssds
* Air rally easing improvements
* Fixed drumming practice stuff
* Tap trial has been unjankified yet again
* Cheer readers and catchy tune bops
* More bop parity
* MORE!!!!
* That should be all of them except space dance and dj school
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
* 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>
* Sneaky Spirits - Fix Easing
gost go woosh
* Sneaky Spirits - Tree Tweaks
Stops during slowdown now and realigned second animation frame
* Space Dance - Polish
Added new Hi-Res effect textures, adjusted sound offsets
* Space Dance - Gramps Animation Tweaks
* 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>
* Sneaky Spirits - Fix Easing
gost go woosh
* Sneaky Spirits - Tree Tweaks
Stops during slowdown now and realigned second animation frame
* Space Dance - Polish
Added new Hi-Res effect textures, adjusted sound offsets
* Almost done with space dance stuff additions
* Space dance improvements and additions
* Removed WIP text from Space Dance
* Removed WIP text from launch party and kitties and made the launch pad rotation actually be in the center of the launch pad
* 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
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.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
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
* 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>