* fork lifter weird reset thingy fixed
* crop stomp code review
im gonna be fixing that weird bug where inputs aren't scheduled if crop stomp is the first game (or if you start on it) but first
some of the code in this is nearly two years old. it needed a lot of check-ups.
* oh okay that bug was really easy to fix
* convert animation playing to beat scaled playing
* crop stomp fix
* add entity to collapse function, start on new animation thingy
im gonna use fork lifter to demonstrate DoScaledAnimationFromBeatAsync() cuz it uses animations to cue the peas
also i fixed that months old bug where the fork lifter sfx wasn't playing correctly :/
* animation from beat functional, octo machine converted
this looks fantastic i can't wait to implement this into more things
* better anim function
this is more efficient AND it'll produce more consistent results when starting an animation between tempo changes :D
(it no longer iterates through a list twice)
* 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
* 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
* starting out with double date stuff :D
not even the background is finished
i just wanna get this on my fork so that it's safe
* double date getting more initialized
no animations, one block, nothing actually functions. but the boy is put in place, and the girl is almost put in place! just wanted to merge this with the main branch to play catchy tune
* initialization done!!!!!
gonna fix up the code, see what i can take out, see what i can standardize, see what i need to add. loving this so far, even with all of its annoyances
* ughhhh animation stuff.
this is gonna take me a day or two to even comprehend
* starting on animation
committing cause im traveling, i might work on this if i have time
* replace sounds, extend some stuff
replaced the rhre3 sounds and added a few things to make camera movements not look so out-of-bounds janky. still working on it, but it's coming along good so far
* starting on dog ninja
waiting for bread2unity to get merged, and i'm still probably gonna keep working on dog ninja until it's done even if it does.
* initialization and sprite trimming done
reference is from angrytapper2's video
Throw Object,
Cut Everything!, and
Here We Go!
were the cues added, in that order.
* temp icon w/ mask + bezier curves!!
the icon is temporary, but i did add a mask. i think it looks pretty good :) especially for what it is. also bezier curves. i just figured those out, now i just need to figure out how to implement them into the object.
* getting there
i'm so close to getting the "Cut Everything!" block to work. i'm trying to figure out how to not play it as the default when the game is rendered
* added sfx
* added bird animations
* looked at double date for like 2 minutes
* have been editing blue bear's "treat" block to fit dog ninja for a while now
(im gonna try doing these commit notes from now on)
* keeping trying
* cues have sfx now
- the "throw object" cues are not accurate yet
* animations adjusted to not keep bird on screen
* not much progress rn, getting into the harder stuff
* added more sfx
- it's from rhre3, if somebody can find a clean rip that would be great, cause i can't)
* made a bop animation
- still trying to figure out how to get it to play every beat :/
* replaced throw sfx, was using whiff sfx before
* extended background using a slice of the sky gradient and color picked blocks
* some code added to dogninja.cs and throwobject.cs is... bad. it's just torn from other games.
* i need to work out 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
* fork lifter hd sprites
courtesy of unbrokenmage
* had to remove more files
* had to add files!
* oops! more changes!
i gotta add the little hand now... people are asking me to add it...
* i cannot do the little hand :(
* put the two background elements into one group
* tweaked the position of the hand visual (it wasn't pointing right where the peas were coming from)
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: patataofcourse <patataofcourse@gmail.com>
* Tons of stuff...
* Drumming practice improvements
* Easing for drumming practice
* Converted TOTC to prefunction
* Split scratch o into two
* Forthington voice lines can now be played outside of air rally
* Rhythm Rally Improvements
* Air rally sound improvements
* Spawn blocks rework
* BTS ds small tweaks
* Tap Trial fixes
* More tweaks to tap trial
* Final minor tweaks