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Dog Ninja Tweaks (#336) * 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 :skull: * 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 :thumbsup: * 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 :smile: * 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 :skull: 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 :cry: 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 :japanese_ogre: --------- 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>
2023-03-11 20:55:18 +00:00
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Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00
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Dog Ninja Tweaks (#336) * 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 :skull: * 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 :thumbsup: * 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 :smile: * 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 :skull: 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 :cry: 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 :japanese_ogre: --------- 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>
2023-03-11 20:55:18 +00:00
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Dog Ninja Tweaks (#336) * 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 :skull: * 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 :thumbsup: * 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 :smile: * 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 :skull: 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 :cry: 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 :japanese_ogre: --------- 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>
2023-03-11 20:55:18 +00:00
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