Merge pull request #3 from blank3times/Hole-in-One

Hole in One script plus everything else
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ev 2024-01-27 01:16:24 -05:00 committed by GitHub
commit 64ae0501dc
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2583 changed files with 525165 additions and 72898 deletions

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@ -15,7 +15,7 @@ jobs:
# Upload artifact (Unity_v20XX.X.XXXX.alf)
- name: Expose as artifact
uses: actions/upload-artifact@v2
uses: actions/upload-artifact@v4
with:
name: ${{ steps.getManualLicenseFile.outputs.filePath }}
path: ${{ steps.getManualLicenseFile.outputs.filePath }}

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@ -2,7 +2,7 @@ name: Build Heaven Studio
on:
push:
branches: [ "master", "release_1", "actions_rework" ]
branches: [ "master", "release_1_patches" ]
workflow_dispatch: {}
jobs:
@ -35,12 +35,12 @@ jobs:
swap-storage: false
- name: Checkout repository
uses: actions/checkout@v3
uses: actions/checkout@v4
# with:
# lfs: true
# Cache reused Library files to speed up compilation
- uses: actions/cache@v3
- uses: actions/cache@v4.0.0
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
@ -56,7 +56,7 @@ jobs:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
- name: Build project
uses: game-ci/unity-builder@v2
uses: game-ci/unity-builder@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}

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@ -1,12 +1,10 @@
using System.IO;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
using SatorImaging.UnitySourceGenerator.Editor;
using HeavenStudio;
public class CreateAssetBundles
{
[MenuItem("Assets/Build AssetBundles/Current Platform")]
@ -17,6 +15,8 @@ public class CreateAssetBundles
{
Directory.CreateDirectory(assetBundleDirectory);
}
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(Minigames));
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
}
@ -28,6 +28,8 @@ public class CreateAssetBundles
{
Directory.CreateDirectory(assetBundleDirectory);
}
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(Minigames));
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows);
}
@ -39,6 +41,8 @@ public class CreateAssetBundles
{
Directory.CreateDirectory(assetBundleDirectory);
}
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(Minigames));
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneLinux64);
}
@ -50,6 +54,8 @@ public class CreateAssetBundles
{
Directory.CreateDirectory(assetBundleDirectory);
}
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(Minigames));
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX);
}
}

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@ -0,0 +1,14 @@
using UnityEngine;
using UnityEditor;
using SatorImaging.UnitySourceGenerator.Editor;
public class CreateMinigameScriptTemplate
{
[MenuItem("Assets/Heaven Studio/Create Minigame Script From Template", priority = 0)]
public static void CreateMinigameScript()
{
ProjectWindowUtil.CreateScriptAssetFromTemplateFile("Assets/Editor/ScriptTemplates/MinigameScriptTemplate.txt", "NewMinigame.cs");
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(HeavenStudio.Minigames));
}
}

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: c33bcfd692627dd4a97ac1cd1d930420
guid: 24bc0d119c30f3a41aee57b4e85dbf64
MonoImporter:
externalObjects: {}
serializedVersion: 2

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 375dce47d61a68447a1b4813869b10b2
guid: 12ec433916efb3c4a895be2ac0dd6935
folderAsset: yes
DefaultImporter:
externalObjects: {}

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@ -0,0 +1,52 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
/// Minigame loaders handle the setup of your minigame.
/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
/// `Platformcode` is a three-leter platform code with the minigame's origin
/// `Name` is a short internal name
/// `Loader` is the string "Loader"
/// Platform codes are as follows:
/// Agb: Gameboy Advance ("Advance Gameboy")
/// Ntr: Nintendo DS ("Nitro")
/// Rvl: Nintendo Wii ("Revolution")
/// Ctr: Nintendo 3DS ("Centrair")
/// Mob: Mobile
/// Pco: PC / Other
/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
/// For help, feel free to reach out to us on our discord, in the #development channel.
public static class _______________
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("*prefab name*", "*Display Name*", "ffffff", false, false, new List<GameAction>()
{
}
);
}
}
}
namespace HeavenStudio.Games
{
/// This class handles the minigame logic.
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
public class #SCRIPTNAME# : Minigame
{
}
}

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: dcb89f55ef62d184d886dfce1fca7bd6
guid: a701bb5358c08074b991f83428d52446
TextScriptImporter:
externalObjects: {}
userData:

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@ -77,7 +77,8 @@ public class SpritesheetScaler : EditorWindow
for (int i = 0; i < ti1.spritesheet.Length; i++)
{
SpriteMetaData d = ti1.spritesheet[i];
Vector2 oldPivot = Rect.NormalizedToPoint(d.rect, d.pivot) * multiplier;
// pivot relative to the origin of the rect in pixels
Vector2 oldPivot = new Vector2(d.pivot.x * d.rect.width, d.pivot.y * d.rect.height);
d.rect = ScaleRect(d.rect, multiplier, inflateX, inflateY);
d.border.x += d.border.x > 0 ? inflateX : 0;
@ -85,10 +86,12 @@ public class SpritesheetScaler : EditorWindow
d.border.z += d.border.z > 0 ? inflateX : 0;
d.border.w += d.border.w > 0 ? inflateY : 0;
if (inflateX > 0 || inflateY > 0)
if (d.alignment != (int)SpriteAlignment.Center && (inflateX > 0 || inflateY > 0))
{
d.alignment = (int)SpriteAlignment.Custom;
d.pivot = Rect.PointToNormalized(d.rect, oldPivot);
oldPivot += new Vector2(inflateX, inflateY);
Vector2 newPivot = oldPivot * multiplier;
d.pivot = new Vector2(newPivot.x / d.rect.width, newPivot.y / d.rect.height);
}
d.border *= multiplier;

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@ -1,65 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Bread2Unity
{
public class BCCAD : IDataModel
{
public BCCAD Read(byte[] bytes)
{
sheetW = BitConverter.ToUInt16(bytes, 4);
sheetH = BitConverter.ToUInt16(bytes, 6);
// int max = (bytes[8] * 2) + 12;
int max = 64 * bytes[8] + 12;
// note this doesn't account for empty sprites, but I'll get there when i get there
for (int i = 12; i < max; i += 2) // 16 bit bytes, skip every 2nd byte
{
ISprite spriteParts_ = new ISprite();
int compare = 0;
for (int j = 0; j < bytes[i]; j++)
{
int ind = i + 4 + (64 * j);
ISpritePart part = new ISpritePart();
part.regionX = BitConverter.ToUInt16(bytes, ind + 0);
part.regionY = BitConverter.ToUInt16(bytes, ind + 2);
part.regionW = BitConverter.ToUInt16(bytes, ind + 4);
part.regionH = BitConverter.ToUInt16(bytes, ind + 6);
part.posX = BitConverter.ToInt16(bytes, ind + 8);
part.posY = BitConverter.ToInt16(bytes, ind + 10);
part.stretchX = BitConverter.ToSingle(bytes, ind + 12);
part.stretchY = BitConverter.ToSingle(bytes, ind + 14);
part.rotation = BitConverter.ToSingle(bytes, ind + 16);
part.flipX = bytes[ind + 18] != (byte)0;
part.flipY = bytes[ind + 20] != (byte)0;
// im sure the values between 20 and 28 are important so remind me to come back to these
part.opacity = bytes[ind + 28];
Debug.Log("offset: " + ind + ", val: " + part.regionX);
spriteParts_.parts.Add(part);
compare += 64;
}
sprites.Add(spriteParts_);
i += compare;
}
return new BCCAD()
{
};
}
/// sprites length bytes start = 12
}
}

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@ -1,55 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEditor;
using Starpelly;
namespace Bread2Unity
{
public class Bread2Unity : EditorWindow
{
public const string editorFolderName = "bread2unity";
[MenuItem("Tools/bread2unity")]
public static void ShowWindow()
{
EditorWindow.GetWindow<Bread2Unity>("bread2unity");
}
public void OnGUI()
{
Texture logo = (Texture)AssetDatabase.LoadAssetAtPath($"Assets/Editor/{editorFolderName}/logo.png", typeof(Texture));
GUILayout.Box(logo, new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(60) });
GUILayout.Space(30);
GUIStyle desc = EditorStyles.label;
desc.wordWrap = true;
desc.fontStyle = FontStyle.BoldAndItalic;
GUILayout.Box("bread2unity is a tool built with the purpose of converting RH Megamix and Fever animations to unity. And to generally speed up development by a lot." +
"\nCreated by Starpelly.", desc);
GUILayout.Space(120);
if (GUILayout.Button("Test"))
{
string path = EditorUtility.OpenFilePanel("Open BCCAD File", null, "bccad");
if (path.Length != 0)
{
var fileContent = File.ReadAllBytes(path);
new BCCAD().Read(fileContent);
}
}
GUILayout.BeginHorizontal();
if (GUILayout.Button("Bread Download", GUILayout.Height(40)))
{
Application.OpenURL("https://github.com/rhmodding/bread");
}
GUILayout.EndHorizontal();
}
}
}

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@ -1,201 +0,0 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
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@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Bread2Unity
{
public class IAnimation
{
public List<IAnimationStep> steps;
}
public class IAnimationStep
{
public ushort spriteIndex;
public ushort delay;
public float stretchX;
public float stretchY;
public float rotation;
public byte opacity;
}
}

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@ -1,13 +0,0 @@
using System.Collections;
using System.Collections.Generic;
namespace Bread2Unity
{
public class IDataModel
{
public List<ISprite> sprites = new List<ISprite>();
public List<IAnimation> animations = new List<IAnimation>();
public int sheetW;
public int sheetH;
}
}

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@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
namespace Bread2Unity
{
public class ISprite
{
public List<ISpritePart> parts = new List<ISpritePart>();
}
public class ISpritePart
{
public ushort regionX;
public ushort regionY;
public ushort regionW;
public ushort regionH;
public short posX;
public short posY;
public float stretchX;
public float stretchY;
public float rotation;
public bool flipX;
public bool flipY;
public byte opacity;
}
}

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@ -1,11 +0,0 @@
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@ -1,2 +0,0 @@
# bread2unity
Rhythm Heaven animation to Unity animation converter

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Width:  |  Height:  |  Size: 33 KiB

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@ -1,18 +1,66 @@
using UnityEngine;
using UnityEngine;
namespace Rellac.Windows
{
/// <summary>
/// Simple script to destroy the target GameObject when window is closed
/// </summary>
public class GUIWindow : MonoBehaviour
{
/// <summary>
/// Close window by destroying this GameObject
/// </summary>
public void CloseWindow()
{
Destroy(gameObject);
}
}
/// <summary>
/// Simple script to destroy the target GameObject when window is closed
/// </summary>
public class GUIWindow : MonoBehaviour
{
[SerializeField] private float maxWidth = 0;
[SerializeField] private float maxHeight = 0;
/// <summary>
/// Close window by destroying this GameObject
/// </summary>
public void CloseWindow()
{
Destroy(gameObject);
}
private void Update()
{
// limit window size
RectTransform rectTransform = GetComponent<RectTransform>();
if (maxWidth > 0 && rectTransform.rect.width > maxWidth)
{
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, maxWidth);
}
if (maxHeight > 0 && rectTransform.rect.height > maxHeight)
{
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, maxHeight);
}
// keep in bounds of parent
RectTransform parent = transform.parent.GetComponent<RectTransform>();
if (parent != null)
{
Vector3[] corners = new Vector3[4];
parent.GetWorldCorners(corners);
Vector3 min = corners[0];
Vector3 max = corners[2];
Vector3[] myCorners = new Vector3[4];
rectTransform.GetWorldCorners(myCorners);
if (myCorners[0].x < min.x)
{
rectTransform.localPosition += new Vector3(min.x - myCorners[0].x, 0, 0);
}
if (myCorners[2].x > max.x)
{
rectTransform.localPosition -= new Vector3(myCorners[2].x - max.x, 0, 0);
}
if (myCorners[0].y < min.y)
{
rectTransform.localPosition += new Vector3(0, min.y - myCorners[0].y, 0);
}
if (myCorners[2].y > max.y)
{
rectTransform.localPosition -= new Vector3(0, myCorners[2].y - max.y, 0);
}
}
}
}
}

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@ -56,8 +56,8 @@ namespace Rellac.Windows
//register to pointer events
onPointerDown.AddListener(SetIsGrabbed);
onPointerDown.AddListener(parentWindow.SetAsLastSibling);
// onPointerEnter.AddListener(ShowCursor);
// onPointerExit.AddListener(ResetCursor);
onPointerEnter.AddListener(ShowCursor);
onPointerExit.AddListener(ResetCursor);
// find what direction we're pulling with this handle
switch (axis)
@ -129,8 +129,9 @@ namespace Rellac.Windows
}
Vector2 scaleOffset = (Vector2.one - (Vector2)transform.lossyScale) + Vector2.one;
Vector2 parentScale = parentWindow.transform.parent.GetComponent<RectTransform>().rect.size;
Vector2 mouseDelta = Vector2.Scale((Vector2)Camera.main.ScreenToWorldPoint(GUIWindowUtils.MousePosition()) - initialMousePos, scaleOffset*parentScale);
Vector3 anchoredPosition = Input.mousePosition;
anchoredPosition.z = 0;
Vector2 mouseDelta = Vector2.Scale((Vector2)anchoredPosition - initialMousePos, scaleOffset) * 0.5f;
Vector2 size = initialSize;
switch (direction)
@ -199,7 +200,9 @@ namespace Rellac.Windows
if (isLocked) return;
isGrabbed = true;
initialMousePos = Camera.main.ScreenToWorldPoint(GUIWindowUtils.MousePosition());
Vector3 anchoredPosition = Input.mousePosition;
anchoredPosition.z = 0;
initialMousePos = anchoredPosition;
initialSize = parentWindow.sizeDelta;
initialPivot = parentWindow.pivot;

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@ -60,7 +60,9 @@ namespace Rellac.Windows
public static Vector3 MousePosition()
{
var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 anchoredPosition = Input.mousePosition;
anchoredPosition.z = 0;
var mousePos = Camera.main.ScreenToWorldPoint(anchoredPosition);
return new Vector3(mousePos.x, mousePos.y, 0);
}
}

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@ -1,12 +0,0 @@
using System;
namespace Discord
{
public partial class ActivityManager
{
public void RegisterCommand()
{
RegisterCommand(null);
}
}
}

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@ -1,9 +0,0 @@
using System;
namespace Discord
{
static class Constants
{
public const string DllName = "discord_game_sdk";
}
}

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@ -1,53 +0,0 @@
using System;
using System.Runtime.InteropServices;
#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEngine;
#endif
namespace Discord
{
public partial struct ImageHandle
{
static public ImageHandle User(Int64 id)
{
return User(id, 128);
}
static public ImageHandle User(Int64 id, UInt32 size)
{
return new ImageHandle
{
Type = ImageType.User,
Id = id,
Size = size,
};
}
}
public partial class ImageManager
{
public void Fetch(ImageHandle handle, FetchHandler callback)
{
Fetch(handle, false, callback);
}
public byte[] GetData(ImageHandle handle)
{
var dimensions = GetDimensions(handle);
var data = new byte[dimensions.Width * dimensions.Height * 4];
GetData(handle, data);
return data;
}
#if UNITY_EDITOR || UNITY_STANDALONE
public Texture2D GetTexture(ImageHandle handle)
{
var dimensions = GetDimensions(handle);
var texture = new Texture2D((int)dimensions.Width, (int)dimensions.Height, TextureFormat.RGBA32, false, true);
texture.LoadRawTextureData(GetData(handle));
texture.Apply();
return texture;
}
#endif
}
}

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@ -1,26 +0,0 @@
using System;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using System.Text;
namespace Discord
{
public partial class LobbyManager
{
public IEnumerable<User> GetMemberUsers(Int64 lobbyID)
{
var memberCount = MemberCount(lobbyID);
var members = new List<User>();
for (var i = 0; i < memberCount; i++)
{
members.Add(GetMemberUser(lobbyID, GetMemberUserId(lobbyID, i)));
}
return members;
}
public void SendLobbyMessage(Int64 lobbyID, string data, SendLobbyMessageHandler handler)
{
SendLobbyMessage(lobbyID, Encoding.UTF8.GetBytes(data), handler);
}
}
}

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@ -1,20 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Discord
{
public partial class StorageManager
{
public IEnumerable<FileStat> Files()
{
var fileCount = Count();
var files = new List<FileStat>();
for (var i = 0; i < fileCount; i++)
{
files.Add(StatAt(i));
}
return files;
}
}
}

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@ -1,32 +0,0 @@
using System;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using System.Text;
namespace Discord
{
public partial class StoreManager
{
public IEnumerable<Entitlement> GetEntitlements()
{
var count = CountEntitlements();
var entitlements = new List<Entitlement>();
for (var i = 0; i < count; i++)
{
entitlements.Add(GetEntitlementAt(i));
}
return entitlements;
}
public IEnumerable<Sku> GetSkus()
{
var count = CountSkus();
var skus = new List<Sku>();
for (var i = 0; i < count; i++)
{
skus.Add(GetSkuAt(i));
}
return skus;
}
}
}

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@ -1,29 +1,35 @@
<align="center"><b>Programming</b></align>
-<indent=5%>minenice</indent>
-<indent=5%>Megaminerzero</indent>
-<indent=5%>Starpelly</indent>
-<indent=5%>minenice</indent>
-<indent=5%>huantian</indent>
-<indent=5%>Slaith12</indent>
-<indent=5%>Mytiaoga</indent>
-<indent=5%>Carson</indent>
-<indent=5%>saladplainzone</indent>
-<indent=5%>Pengu123</indent>
-<indent=5%>Krıspy Kreme</indent>
-<indent=5%>Demon Jake</indent>
-<indent=5%>DPS2004</indent>
-<indent=5%>Jellirby</indent>
-<indent=5%>BookwormKevin</indent>
-<indent=5%>Zeo</indent>
-<indent=5%>Rapandrasmus</indent>
-<indent=5%>AstrlJelly</indent>
-<indent=5%>Maddy / saladplainzone</indent>
-<indent=5%>NoahAmp</indent>
-<indent=5%>Bhaos</indent>
-<indent=5%>RaffyTaffy14</indent>
-<indent=5%>Thinedave</indent>
<align="center"><b>Artwork</b></align>
-<indent=5%>Ko Takeuchi <alpha=#88>(Original <i>Rhythm Heaven</i> Assets)<alpha=#FF></indent>
-<indent=5%>Nintendo <alpha=#88>(Original <i>Rhythm Heaven</i> Assets)<alpha=#FF></indent>
-<indent=5%>Starpelly</indent>
-<indent=5%>OctaHeart <alpha=#88>(Logo)<alpha=#FF></indent>
-<indent=5%>ev <alpha=#88>(Editor UI)<alpha=#FF></indent>
-<indent=5%>ev <alpha=#88>(Art Direction)<alpha=#FF></indent>
-<indent=5%>Metasepia <alpha=#88>(Art Direction)<alpha=#FF></indent>
-<indent=5%>OctaHeart <alpha=#88>(Logo, Original Design)<alpha=#FF></indent>
-<indent=5%>Tailx <alpha=#88>(Logo, Revised)<alpha=#FF></indent>
-<indent=5%>Seanski2 <alpha=#88>(Minigame Icons)<alpha=#FF></indent>
-<indent=5%>Maddy / saladplainzone <alpha=#88>(Default Epilogues)<alpha=#FF></indent>
-<indent=5%>Starpelly</indent>
-<indent=5%>dexiedoo_octo</indent>
-<indent=5%>Sofuto</indent>
-<indent=5%>MilaDraws</indent>
@ -32,7 +38,6 @@
-<indent=5%>Mocha</indent>
-<indent=5%>The Culinator</indent>
-<indent=5%>Brandix</indent>
-<indent=5%>Metasepia</indent>
-<indent=5%>Jellirby</indent>
-<indent=5%>Radomila</indent>
-<indent=5%>UnbrokenMage</indent>
@ -43,9 +48,23 @@
-<indent=5%>o207n</indent>
-<indent=5%>TheCloudMonkey</indent>
-<indent=5%>flaticon.com</indent>
-<indent=5%>Untitled</indent>
-<indent=5%>Rainbo</indent>
-<indent=5%>Butternnife</indent>
-<indent=5%>Minesweeper95</indent>
-<indent=5%>mizuno</indent>
-<indent=5%>Malleable Frog</indent>
-<indent=5%>vincells</indent>
<align="center"><b>Music</b></align>
-<indent=5%>Jellirby <alpha=#88>(Opening)<alpha=#FF></indent>
-<indent=5%>SushiiZ <alpha=#88>(Title Screen, Results, Epilogue)<alpha=#FF></indent>
-<indent=5%>Kievit <alpha=#88>(SFX Ripping)<alpha=#FF></indent>
-<indent=5%>Synthnerd</indent>
-<indent=5%>Wookywok</indent>
<align="center"><b>Font</b></align>
-<indent=5%>Tailx <alpha=#88>(Logo)<alpha=#FF></indent>
-<indent=5%>Tailx <alpha=#88>(Kurokane Modified)<alpha=#FF></indent>
-<indent=5%>Christian Robertson <alpha=#88>(Roboto)<alpha=#FF></indent>
-<indent=5%>Nintendo <alpha=#88>(Rodin)<alpha=#FF></indent>
-<indent=5%>minenice <alpha=#88>(Sprite Glyphs)<alpha=#FF></indent>
@ -53,14 +72,17 @@
<align="center"><b>Other Resources & Technologies</b></align>
-<indent=5%>Nintendo <alpha=#88>(Concept, Sound, Design)<alpha=#FF></indent>
-<indent=5%>Powered by Unity 2021.3.21</indent>
-<indent=5%>JoyShockLibrary <alpha=#88>Jibb Smart, fork by minenice<alpha=#FF></indent>
-<indent=5%>JoyShockLibrary <alpha=#88>Jibb Smart, fork by RHeavenStudio<alpha=#FF></indent>
-<indent=5%>Jukebox <alpha=#88>RHeavenStudio<alpha=#FF></indent>
-<indent=5%>Newtonsoft.Json</indent>
-<indent=5%>UniTask</indent>
-<indent=5%>Graphy</indent>
-<indent=5%>Adobe Photoshop 2022</indent>
-<indent=5%>GIMP</indent>
-<indent=5%>paint.net</indent>
-<indent=5%>Krita</indent>
-<indent=5%>Visual Studio 2022</indent>
-<indent=5%>Visual Studio Code</indent>
-<indent=5%>Newtonsoft.Json</indent>
-<indent=5%>DOTween</indent>
-<indent=5%>Starpelly Library</indent>
-<indent=5%>StandaloneFileBrowser</indent>

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