New Icon & Bug Fixes
Added a shiny new icon made by Seanski2, fixed a bug about poses in tap mode being a bit bugged and fixed the Slap-to-Stomp slap animation being able to be played too soon.
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@ -1,29 +1,29 @@
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/* Hello my brothers, it is RaffyTaffy14 here in the code comments with another monologue.
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I still do not know much crap about Unity or C#.
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Despite that, I have managed to cobble together Sumo Brothers in a fairly functional state.
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A lot of the code may be very weird or just useless (especially the older stuff), but it works for now.
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I started making Sumo Brothers for Heaven Studio all the way back in January of 2023 (13 months ago!)
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Sumo Brothers at that time was VERY janky. Heck, I used blurry screenshots from videos as reference guides for everything.
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Progress on Sumo stopped a few weeks into the project, being as functional as how I left Lockstep for rasmus to pick up.
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In June, I finally learned how to cue inputs (I was doing something wrong for the longest time), so now Finishing Poses could be cued.
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Nothing happened until December, when I coded most of the functionality for the Slapping/Stomping/Posing
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switching, which is how it currently works now.
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// Hello my brothers, it is RaffyTaffy14 here in the code comments with another monologue.
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// I still do not know much crap about Unity or C#.
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// Despite that, I have managed to cobble together Sumo Brothers in a fairly functional state.
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// A lot of the code may be very weird or just useless (especially the older stuff), but it works for now.
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// I started making Sumo Brothers for Heaven Studio all the way back in January of 2023 (13 months ago!)
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// Sumo Brothers at that time was VERY janky. Heck, I used blurry screenshots from videos as reference guides for everything.
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// Progress on Sumo stopped a few weeks into the project, being as functional as how I left Lockstep for rasmus to pick up.
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// In June, I finally learned how to cue inputs (I was doing something wrong for the longest time), so now Finishing Poses could be cued.
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// Nothing happened until December, when I coded most of the functionality for the Slapping/Stomping/Posing
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// switching, which is how it currently works now.
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From the end of January 2024 to the middle of February 2024, I spent dozens of hours meticulously animating
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every animation (there's *74* when you factor out duplicate animations for the Glasses Brother) for the game, from "SumoSlapPrepare" all
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the way to "SumoPoseGBopMiss2".
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No one thought that there would be anyone crazy enough to hecking animate Sumo Brothers.
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People said that it would be animator suicide to even attempt to animate Sumo Brothers.
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Yet, here I am, still alive and still too crazy.
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// From the end of January 2024 to the middle of February 2024, I spent dozens of hours meticulously animating
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// every animation (there's *74* when you factor out duplicate animations for the Glasses Brother) for the game, from "SumoSlapPrepare" all
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// the way to "SumoPoseGBopMiss2".
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// No one thought that there would be anyone crazy enough to hecking animate Sumo Brothers.
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// People said that it would be animator suicide to even attempt to animate Sumo Brothers.
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// Yet, here I am, still alive and still too crazy.
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Sometime during the mass animation process, I managed to get back in contact with the upscaler for this game for a potential
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redo of the Inu Sensei sprites.
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Let's just say that the sprites got a MASSIVE glow up (thx UnbrokenMage)
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Animation for Sumo Brothers still isn't done, as I am yet to animate the 3rd and 4th poses which are (currently) absent.
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Despite the absense for those 20 animations (yes 2 poses takes up 20 animations), I have managed to do a whopping 54 animations
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during my ~2 week grind.
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// Sometime during the mass animation process, I managed to get back in contact with the upscaler for this game for a potential
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// redo of the Inu Sensei sprites.
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// Let's just say that the sprites got a MASSIVE glow up (thx UnbrokenMage)
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// Animation for Sumo Brothers still isn't done, as I am yet to animate the 3rd and 4th poses which are (currently) absent.
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// Despite the absense for those 20 animations (yes 2 poses takes up 20 animations), I have managed to do a whopping 54 animations
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// during my ~2 week grind.
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I hope that whomever may be reading this shall enjoy the wonders of Sumo Brothers and have a great rest of your day. */
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// I hope that whomever may be reading this shall enjoy the wonders of Sumo Brothers and have a great rest of your day.
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System;
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@ -45,10 +45,10 @@ namespace HeavenStudio.Games.Loaders
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Bop(e.beat, e.length, e["bopInu"], e["bopSumo"], e["bopInuAuto"], e["bopSumoAuto"]); },
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parameters = new List<Param>()
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{
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new Param("bopInu", true, "Bop Inu", "Whether Inu Sensei should bop or not."),
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new Param("bopSumo", true, "Bop Sumo", "Whether the Sumo Brothers should bop or not."),
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new Param("bopInuAuto", false, "Bop Inu (Auto)", "Whether Inu Sensei should bop automatically or not."),
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new Param("bopSumoAuto", false, "Bop Sumo (Auto)", "Whether the Sumo Brothers should bop automatically or not."),
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new Param("bopInu", true, "Bop Inu", "Whether Inu Sensei should bop."),
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new Param("bopSumo", true, "Bop Sumo", "Whether the Sumo Brothers should bop."),
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new Param("bopInuAuto", false, "Bop Inu (Auto)", "Whether Inu Sensei should bop automatically."),
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new Param("bopSumoAuto", false, "Bop Sumo (Auto)", "Whether the Sumo Brothers should bop automatically."),
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},
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defaultLength = 1f,
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resizable = true
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@ -59,8 +59,8 @@ namespace HeavenStudio.Games.Loaders
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Crouch(e.beat, e.length, e["inuT"], e["sumoT"]); },
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parameters = new List<Param>()
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{
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new Param("inuT", true, "Inu Sensei", "Whether Inu Sensei crouches or not."),
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new Param("sumoT", true, "Sumo Brothers", "Whether the Sumo Brothers crouch or not.")
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new Param("inuT", true, "Inu Sensei", "Whether Inu Sensei should crouch."),
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new Param("sumoT", true, "Sumo Brothers", "Whether the Sumo Brothers should crouch.")
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},
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defaultLength = 1f,
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resizable = true
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@ -71,7 +71,7 @@ namespace HeavenStudio.Games.Loaders
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.StompSignal(e.beat, e["mute"], e["look"]); },
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute", "Disables the sound and animations that cue for the transition to stomping."),
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new Param("mute", false, "Mute", "Disables Inu Sensei's sound cues and animations."),
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new Param("look", true, "Look Forward", "The Sumo Brothers will look at the camera if transitioning from slapping.")
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},
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defaultLength = 4f,
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@ -83,7 +83,7 @@ namespace HeavenStudio.Games.Loaders
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.SlapSignal(e.beat, e["mute"]); },
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute", "Disables the sound and animations that cue for the transition to slapping.")
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new Param("mute", false, "Mute", "Disables Inu Sensei's sound cues and animations.")
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},
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defaultLength = 4f,
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priority = 3
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@ -246,7 +246,7 @@ namespace HeavenStudio.Games
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{
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var cond = Conductor.instance;
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_Alt))
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{
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// Slap whiffs
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if (sumoStatePrevious == SumoState.Slap || sumoStatePrevious == SumoState.Idle)
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@ -541,11 +541,16 @@ namespace HeavenStudio.Games
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private void SlapRecursive(double beat, double remaining)
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{
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|
||||
if (sumoState != SumoState.Slap) { remaining -= 1; }
|
||||
if (sumoState != SumoState.Slap) {remaining -= 1; }
|
||||
|
||||
if (remaining <= 0) { return; }
|
||||
|
||||
if (remaining == 1 && sumoState == SumoState.Stomp) { sumoSlapDir = 2; }
|
||||
if (remaining == 1 && sumoState == SumoState.Stomp) {
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat - 0.5, delegate { sumoSlapDir = 2; })
|
||||
});
|
||||
}
|
||||
|
||||
ScheduleInput(beat - 1, 1, InputAction_BasicPress, SlapHit, SlapMiss, Nothing);
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
|
|
@ -560,20 +565,18 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void Crouch(double beat, float length, bool inu, bool sumo)
|
||||
{
|
||||
if (sumoState == SumoState.Idle) {
|
||||
if (sumoStatePrevious == SumoState.Idle) {
|
||||
|
||||
if (inu) { allowBopInu = false; inuSensei.DoScaledAnimationAsync("InuCrouch", 0.5f); }
|
||||
if (sumo) { sumoBrotherP.DoScaledAnimationAsync("SumoCrouch", 0.5f); sumoBrotherG.DoScaledAnimationAsync("SumoCrouch", 0.5f);
|
||||
allowBopSumo = false;}
|
||||
}
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat + length, delegate { if (sumoState == SumoState.Idle) allowBopInu = true; }),
|
||||
new BeatAction.Action(beat + length, delegate { if (sumoState == SumoState.Idle) allowBopSumo = true; }),
|
||||
new BeatAction.Action(beat + length, delegate { if (goBopSumo && sumoState == SumoState.Idle) BrosBop(); }),
|
||||
new BeatAction.Action(beat + length, delegate { if (goBopInu && sumoState == SumoState.Idle) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); })
|
||||
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat + length, delegate { if (sumoStatePrevious == SumoState.Idle) allowBopInu = true; }),
|
||||
new BeatAction.Action(beat + length, delegate { if (sumoStatePrevious == SumoState.Idle) allowBopSumo = true; }),
|
||||
new BeatAction.Action(beat + length, delegate { if (goBopSumo && sumoStatePrevious == SumoState.Idle) BrosBop(); }),
|
||||
new BeatAction.Action(beat + length, delegate { if (goBopInu && sumoStatePrevious == SumoState.Idle) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); })
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void LookAtCamera(double beat, float length)
|
||||
|
|
@ -590,7 +593,6 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat + length, delegate { print("lookun"); })
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void EndPose(double beat, bool randomPose, int poseType, int backgroundType, bool confetti)
|
||||
|
|
|
|||
Loading…
Reference in a new issue