153c9e6b65
* starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands ‼️ working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues 😃 moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log |
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BUILD.md | ||
CREDITS.md | ||
Editor.meta | ||
LICENSE.md | ||
README.md | ||
song.wav |
This project is still in development. There are NO public compiled releases (yet).
Heaven Studio
(WIP) A tool to create playable Rhythm Heaven custom remixes, with many customization options.
Prebuilt Binaries
This project is still in development, so there are currently no release builds yet. GitHub Actions creates experimental builds on each commmit, but minimal support will be provided.
Release 1 alpha builds
These builds do not include some of the features from Nightly, instead focusing on stability. These builds will eventually culminate in the first stable release of Heaven Studio.
Nightly builds
These builds include experimental new features that will not be included in Release 1
Important Notes:
- MP3 audio with variable bitrate encoding may desync when seeking in the editor. Either use MP3s with constant bitrate encoding or use one of our other supported formats (OGG Vorbis, WAV...)
- On MacOS and Linux builds you may experience bugs with audio-related tasks, but in most cases Heaven Studio works perfectly.
- On MacOS you'll need to have Discord open in the background for now, there's a bug that causes the DiscordSDK library to crash when the rich presence is updated while Discord is not open in the background.
Self-Building
Heaven Studio is made in Unity 2021.3.21, and programmed with Visual Studio Code.
Build Instructions: BUILD.md (or the more maintained documentation page)
Other information
Rhythm Heaven is the intellectual property of Nintendo. This program is NOT endorsed nor sponsored in any way by Nintendo. All used properties of Nintendo (such as names, audio, graphics, etc.) in this software are not intended to maliciously infringe trademark rights. All other trademarks and assets are property of their respective owners. This is a community project and this is available for others to use according to the GPL-3.0 license, without charge.