HeavenStudio/Assets/Resources/Games/forkLifter.prefab

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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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Update from release 1 branch (#472) * 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>
2023-06-13 22:47:52 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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2023-02-20 05:49:45 +00:00
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2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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Update from release 1 branch (#472) * 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>
2023-06-13 22:47:52 +00:00
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2023-06-13 22:47:52 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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HD Fork Lifter (#292) * 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 * 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>
2023-02-20 05:49:45 +00:00
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