* make BeatActions coroutines instead of componentrs
* pooled scheduled sounds
implement S' entity seek
* remove debug prints from last two changes
* implement absolute time tracking
implement DSP time resyncing
* optimize GameManager
* update TMPro
* update IDE packages
* fix dsp sync making the drift worse
* fix issue with the JSL dll
* relocate debug print
* make scheduled pitch setter functional
* any cpu
* 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
* 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>
* starting out with double date stuff :D
not even the background is finished
i just wanna get this on my fork so that it's safe
* double date getting more initialized
no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune
* initialization done!!!!!
gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances
* ughhhh animation stuff.
this is gonna take me a day or two to even comprehend
* starting on animation
committing cause im traveling, i might work on this if i have time
* replace sounds, extend some stuff
replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far
* starting on dog ninja
waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does.
* initialization and sprite trimming done
reference is from angrytapper2's video
Throw Object,
Cut Everything!, and
Here We Go!
were the cues added, in that order.
* temp icon w/ mask + bezier curves!!
the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object.
* getting there
i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered
* added sfx
* added bird animations
* looked at double date for like 2 minutes
* have been editing blue bear's "treat" block to fit dog ninja for a while now
(im gonna try doing these commit notes from now on)
* keeping trying
* cues have sfx now
- the "throw object" cues are not accurate yet
* animations adjusted to not keep bird on screen
* not much progress rn, getting into the harder stuff
* added more sfx
- it's from rhre3, if somebody can find a clean rip that would be great, cause i can't)
* made a bop animation
- still trying to figure out how to get it to play every beat :/
* replaced throw sfx, was using whiff sfx before
* extended background using a slice of the sky gradient and color picked blocks
* some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games.
* i need to work out 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>
* 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>
* Marcher changes
As the title suggests, this implements da marcher changes, but also adds a nearMiss sound which was strangely missing.
* Fix some problems, add sound seqs
Fixes the game from not loading due to an asset bundle error, and removes some currently non-functioning stuff, and uses sound sequences for attention, march, and halt.
* correct grammar in display
* fix sarge sound sequences
fix marching inputs being unreliable
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
* 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
* Begun development on tambourine
* Working Dough Polish
* Added many animations for tambourine
* Added Events
* Inputs added, near completion
* Miss Anims
* Animation changes
* DONE
* fix
* FIXED???
* FIXED FOR REAL
* 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
* Begun development on tambourine
* Working Dough Polish
* Added many animations for tambourine
* Added Events
* Inputs added, near completion
* Miss Anims
* Animation changes
* DONE
* fix
* FIXED???
* Editor Ui Redraw
-redrew every ui icon
-colors changed
-some ui elements (like pause, stop, play, undo, redo, and the line showing the beat youre on in the timeline) are the wrong color in-editor compared to unity
* fix colours
- update credits
Co-authored-by: minenice55 <star.elementa@gmail.com>
- button glyphs now have softer outlines
- corrected the mixup between the East and West face buttons
- added glyphs for shoulder buttons
- added set of custom emoji
* Textboxes: setup prefab
* Textboxes: basic functionality finished
* Textbox: scaling
* Textbox: open captions
* Textbox: res edits
* Textbox: song artist
* Textbox: closed captions
* Textbox: fix not being able to use multiple text events
* I/O: save / load remixes using UTF-8 encoding
* Textboxes: stop editor shortcuts while typing