* Fixed Airboarder bopping, reworked floor texture
- Airboarder bops will no longer interrupt whiff animations or YEAAAAAAAH LET'S GO
- The floor now uses a custom shader that makes the textures much more vibrant
* Added glow effect to charge animation
- Added the ability to recolor the floor and clouds in Airboarder
- also did a few minor visual touchups (clouds look much better, turns out i had them set to the wrong shader whoopsies)
* add dropdown
yes im really making a pr for something as tiny as this
* can now turn on/off
now for the hard part
* can turn on and off much better
now i can ACTUALLY get the delay working
* it works!!!
currently waits for 400 frames regardless of fps, should probably be changed in the future but it works well enough rn
* Timer waits 1.5 seconds
much better, thanks astrl
Added color persistence between game switches for most of the games in the nightly that needed it:
- Basketball Girls
- Bouncy Road
- Chameleon
- Clap Trap
- Fillbots
- Frog Princess
- Sick Beats
- Sumo Brothers
Slot Monster has none yet, because its color changing is a little different lol
* Bug Fixes + Recolorable BG
Fixed various bugs involving cueing in a Slap/Stomp from another game.
Also added a fully recolorable background using stolen code that I borrowed from Clap Trap.
* Force Slap / Stomp Event
Added a new event that allows you to play a slap/stomp input at any time with a bunch of customizability.
Changed the "Alternate Background" toggle for the Finishing Pose to persist across game switches.
* aisonaopisnfbe
kil da cod
* Vignette Spotlight + two bugfixes
- increased the maximum value of the Vignette vfx block, plus made its location customizable
- fixed Neon being unable to turn off
- fixed Toss Boys not preparing to pop the ball in touch mode
* Revert "Vignette Spotlight + two bugfixes"
This reverts the toss boys script, that's gonna be a separate pr
* Pose Backgrounds
The cool backgrounds that appear on a successful pose are now fully added.
Also implemented the new upscales.
* Stomp Camera Shake
The way it is coded is not good at all, but the stomp shakes look *ok* when the game runs at triple digit tempos.
* Better Stomp Shake & Alternate BGs
Made the stomp shake look MUCH better, and added an option to poses to automatically alternate between background types.
* Sumo Pose anims v4
Animated most of all the remaining pose animations, missing the miss animations + glasses being thrown. Also will want to add a version where the glasses aren't thrown. Pig?
* Sumo Pose anims v4.5
Added the missing miss animations. Added the glasses actually being thrown. Fixed a bug with head layering w/ the Look at Camera event. Fixed some other bugs that aren't important.
* New Icon
i made it myself
* Sumo Pose anims v4.9
You can now toggle if the blue sumo bro will throw his glasses on the finale pose.
Also changed selecting the pose type from an integer slider to a dropdown menu. You can also now change which direction the sumo brothers begin stomping in.
* Sumo Pose anims v5
D se dab
* Finalizing stuff
Changed ALL the animations (minus InuTweet) to use linear interpolation instead of the default setting since that's what megamix does afaik. Combined the two sumohead animators into one just to allow for more play animation shenanigans. Assigned all the sumo assets to a new ctrsumou asset bundle to get ready for packing it all up. Added new nerd bg because Mage just happened to make one
* Bug Fixed + Tweaks + Finish
Fixed a bug where the game would end up cueing inputs that extended into other games. It wouldn't do anything until you went back to Sumo Brothers where all those extra cues would run the frame the game loaded.
Tweaked all the BG sliding in animations to be accurate to the original game.
I started implementing asset bundles, but for some reason actually using them breaks the Blue Sumo Bro's animations for *some* reason.
I forgot to include this in *one* of the previous change notes, but you can now change which direction the Bros start stomping in.
* Kill reference images
Removed ALL of the reference images from the files
there were like 135 images
* Bouncy Road Stuff
yeah
-weirdly set up prefab so i can see animations side by side
- animations for the 3 podium things
we ball
* modified: Assets/Resources/Games/bouncyRoad.prefab
* Preliminary stage of sorting according to the equation
* reached a point where it's functional
* miss curve
* proper spawn
* oops
* bounce sound avoid duplication
---------
Co-authored-by: GhostiGuy <srskok1@gmail.com>
Co-authored-by: GhostiGuy <156829475+GhostiGuy@users.noreply.github.com>
* (hopefullyt) fix asset loading issue
* let mis-packed games load from res
timing display tweak
* fix initial pre-load not actually preloading needed games
fix mr upbeat metronome
* let's try this resyncing again
* BurstLinq
make BGM resync when changing pitch (to test)
* autoswing
some game implementations, most games already work fine
* more game tweaks
* 16th note swing
more game fixes
make pitch change resync optional in the API
* suppress some common warnings
* Update Credits.txt
* nail carpenter swing support
* BurstLinq
make BGM resync when changing pitch (to test)
* autoswing
some game implementations, most games already work fine
* more game tweaks
* 16th note swing
more game fixes
make pitch change resync optional in the API
* suppress some common warnings
* Update Credits.txt
* basic set up
* game prefab set up
* fillboy
* Medium bot falls down from da skyyyyyy
* animations! (fillbots)
* filler whiffs
* Medium bot anims
* Bots can be filled wow
* Bots move!!!!!
* Fixed hold length
* offbeats now work
* kaboom
* barelies for medium bot
* basic fix
* beyond
* Update Sprites
* Small Medium Large
* Bot Lamp
* blackout
* yet not implemented
* Filler Animation
* Fly Animation
* Stack to Left
* Update Sprites
* Color event
* refactoring
* minor fixes
* temporary icon
* Restart the stopped conveyor
---------
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
* Freeze Frame
Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx
-playinful
* Freeze Frame - finishing touches before finalized assets
Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now.
* i fixed a couple bugs
the dim screen is back and no input duplication when switching games. hallelujah
* FreezeFrame randomness update
hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly.
* initial commit
* mar 13
* Updated cloud particles
* 3/22
* First PR
* corrected a mistake
* forgot to change that goofy ahh icon
* Bugfixes
Fixed a bug where fishes could be reeled in before the bite animation played and get stuck in the bite animation.
Fixed a bug where the count-in for the pausegill played at the incorrect time.
Fixed a bug where the threefish would cause a scene transition at the incorrect time.
* Crossfade close to done
* The Long Awaited Crossfade Update
* added sort key
* one last quick bugfix (hopefully)
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
UI tweaks:
- Removed "Clear Photo Cache" GameAction, added "Clear Previous Photos" parameter to the Car cues
- Rolled Move T.J., Rotate T.J., and Scale T.J. GameActions into a single GameAction
- Legacy functions still exist for remixes created on previous nightly builds
Bugs fixed:
- Fixed a bug where the spacing of slow cars would be incorrect after a game switch
- Made particles scale with tempo
- Added functionality for respecting Rate over Distance in ParticleSystemHelpers
- Fixed a bug where the photo cache was not cleared after stopping playback of a remix.
- Fixed a bug where, upon showing photos, if the remix playback was stopped before the photos were removed from the screen, they would remain on the screen until playback started over.
- Removed an unnecessary call to Debug.Log that had been left in by mistake.
- Fixed a bug where cars' idle animations would play too slowly and at inconsistent timings.
Other refactorings:
- Created a "Car" MonoBehavior attached to both the NearCar and FarCar prefabs that handles the movement of cars, removing the need for the "QueuedCars" property of FreezeFrame.
- Added a failsafe in the ShowCrowd function for if the user indicates a crowd index that does not currently exist.
- Converted one SoundByte.PlayOneShot call into a MultiSound.Sound object.
* Freeze Frame
Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx
-playinful
* Freeze Frame - finishing touches before finalized assets
Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now.
* i fixed a couple bugs
the dim screen is back and no input duplication when switching games. hallelujah
* FreezeFrame randomness update
hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly.
* Updated cloud particles
* ready to pr i think
Fixed Alphabetical Sorting.
Fixed Chronological Sorting by adding a sorting value to every minigame.
Added Sort By Usage.
* i accidentally removed a bunch of work from yall oops this should fix that i think
* make it so that it auto sorts by alphabet when you lanuch the editor
* right foot creep
* look around stay low
* optimize the fan club prefab
use anim layers for the monkeys
* dansa med oss
* klappa era hander
* cossack sandvich
* soldier of dance
add speed halving / doubling functionality to choreographies
* fix selection of starting dance
* asset re-organization
* organize the last of the 1.0 games
* Wall
* floating windows can no longer become larger than the actual screen
* Freeze Frame
Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx
-playinful
* Freeze Frame - finishing touches before finalized assets
Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now.
* i fixed a couple bugs
the dim screen is back and no input duplication when switching games. hallelujah
* FreezeFrame randomness update
hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly.
* initial commit
* mar 13
* Updated cloud particles
* 3/22
* First PR
* corrected a mistake
* forgot to change that goofy ahh icon
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
* oh yeah i forgot about github lmao
no prefab yet, but a bunch of the coding and sfx are implemented
* some stuff
did some prefab assembly, added background color block, idk i'm tired
* a bunch more stuff
idk i'm tired again, i really doubt this will even be read by anybody
btw if you're reading this, type "charging chicken should be replaced with a piece of pizza" and ping me in the HS discord server
* even more more stuff
holy shit i did a lot lmao
* oh god there's so much done and still so much to do
help
* the stone platforms man
my god this took so much work
* god dammit
fuck this game
* buncha text stuff
this wasn't so bad, hopefully i won't want to eat my own shorts next time i work on miss stuff
* water speed
finally fixed this once and for all i think
* stufr
music fade, ending text, making platforms fall under the chicken when the chicken falls, general bug fixes
* getting there
i'd say we're roughly 70% ready for a PR or so
* almost done
just needs (a lot of) finishing touches
* hjgdf
stuff
* boogledop
doobedy deoooebb
* buncha shit again
oh lawd we getting close, if only these fuckin game breaking bugs would stop showing up
* almost done
except for the new game breaking bug still. that'll probably take a while
* it's getting too real
AND the game breaking bug is gone!
* checkpoint
use this for reverting back while changing how stone platforms spawn
* blorf
god i have so much shit to do tomorrow
* some stuff
doobety
* trippy
added shaders for the "future" bg
* colors and stuffs
yayy
* background objects do be comin tho
too real
* yo
holy shit this is coming together nicely
* we cookin
frfr
* real
all too real...
* idk
something changed but idk what
* platforms are cool now
yay (still have a bunch of stuff to do tho)
* chicken is almost gosh dang done
woot
* almost there but for real this time
probably the second or third to last commit
* chiken is feature complete
i literally just need three audio files, then set up assbuns, then draft PR
* chimken is done
yahoo
* finishing tooches
boopin snoots
* ready to pr i think
Fixed Alphabetical Sorting.
Fixed Chronological Sorting by adding a sorting value to every minigame.
Added Sort By Usage.
* i accidentally removed a bunch of work from yall oops this should fix that i think
* prefab
* Spawn Rod
* Shoot Rod
* Square
* Shoot Rod EX
* Custom Bounce
* Fix spawn
* fix animation
* Change Block
* Change Block Animation
* Destroy Square
* Fix block's transition
* Shoot Rod (mute)
* High Curve
* animation tweaks, revert to old spritesheet
* more accurate placement
* more animations
* finished anims
* all animations done
* shake more
* Minor correction
* fixed square rotations
* upscale
* icon
* Add miss curve and Toggle Blocks
* missing sprites fixed?
* I made a mistake in setting the ID.
---------
Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004d.
* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* Fixed side clap, started replacing backgrounds
* Further improvements
* bopping stuff
* Fixed animations, added new bg upscale, made compatible with current master
* Added clapping fx
* removed transitions from front clap animation
---------
Co-authored-by: streitixy <danilomeiraivo@gmail.com>
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: streitixy <85808002+streitixy@users.noreply.github.com>
* Power Calligraphy (WIP)
* modified: Assets/Scripts/Games/PowerCalligraphy/Writing.cs
* comma
* onore
* sweep
* sun
* kokoro
* Power Calligraphy (WIP)
* Changed object to prefab
* Force Prepare
* Changed so that the next paper is set correctly.
* updated controllers
* Red hand
* Paper shift
* Chounin (WIP)
* Power Calligraphy #Feature Complete
* Fixed Animations to 30fps
* Made Nail half-speed, changed long nail from hold B to press B, touched up animations
- Made Nail Carpenter half-speed -- it shouldn't change much, just remember to double your tempo!
- Also changed the long nail input from hold and release to simply pressing B -- the old way gives less reaction time and is just less fun overall
- Also touched up the animations to make them snappier and improve gamefeel
* Cleaned up animations a bit further, changed 'fusuma' to 'shoji'
* Further animation improvements
Hit animations are now instant, and the hammer animation is about snappy and responsive as it should be
* Fixed touch controls
FIxed touch controls being a miss no matter what
* reimplemented touch mode whiffing
cuz i forgor
* fixed a sound effect playing at the wrong time
* spawning logic overhaul
also fixed issue where sweets would be hittable if a nail could be instead
cues at full speed for testing need to halve the speed of everything later
* remove stray sfx call
* add missing exclaim animations to the forced object types
* improve chunk based spawning
improve animator setup
* remove unused stuff
* new animations
girl randomly blinks
puddings bounce when passing the girl
nails pop out when missing
* fix the sweet break check
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
* Freeze Frame
Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx
-playinful
* Freeze Frame - finishing touches before finalized assets
Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now.
* i fixed a couple bugs
the dim screen is back and no input duplication when switching games. hallelujah
* FreezeFrame randomness update
hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly.
* Power Calligraphy (WIP)
* modified: Assets/Scripts/Games/PowerCalligraphy/Writing.cs
* comma
* onore
* sweep
* sun
* kokoro
* Power Calligraphy (WIP)
* Changed object to prefab
* Force Prepare
* Changed so that the next paper is set correctly.
* updated controllers
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd (Megamix Modified)-EB.otf
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
Forgot that the letters "V" & "v" were also modified as well.
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Forgot that the letters "V" & "v" were also modified as well.
* Noticed that "_j" were merge together.
* Logo Tweaks
* Logo Tweaks
* Logo Tweaks
* Another Logo Tweaks
* Another Logo Tweaks
* Another Logo Tweaks
* Delete Assets/Scenes/Title.unity
* Another Logo Tweaks
* Another Logo Tweaks
* nearly the entire dog ninja rework
lol. didn't think it would be this easy
just a few more things to fix and we're good
* fix some things, add NOT WORKING updater
* final optimizations and fixes
damn i didn't think the preparing stuff would be such a big deal
* actual last fixes + ass buns
---------
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004d.
* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* Setup
* more working on stuff
* more testing
* more testing
* more testing
* some fixes
* fixes
* testing stuff
* fixed some things
* a few more fixes
* more testing
* More fixes
* bops and animation adjustments
* camera stuff!
* Implementing placeholder icon
* recolorable sky
* fix that bug + format arch file
also change the script name
* oops
---------
Co-authored-by: streitixy <danilomeiraivo@gmail.com>
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: streitixy <85808002+streitixy@users.noreply.github.com>
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004d.
* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* some bon odori changes (please dont break anything please)
* LAST COMMIT BEFORE PUSHING!!!!!!!
* forgot fix some minor things lol
* organized the folders and made the dark bg an ease and not an animation
* super cool commit
* bug fixes
* added pitching to pans and dons
* changing Clap() and Sound() to a prefunction
* prefunctions done 👍
* the smallest change ever
---------
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: wookywok <62037083+wookywok@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
* nearly the entire dog ninja rework
lol. didn't think it would be this easy
just a few more things to fix and we're good
* fix some things, add NOT WORKING updater
* final optimizations and fixes
damn i didn't think the preparing stuff would be such a big deal
* actual last fixes + ass buns
* Beginning
The first commit
* End
Finished adding Particle Effects, and some of the sprites were changed
* hatred
trying to solve conflicts
* Just letting you all know
Got access to this branch
* re-parent wind
* fix capitalization in enum
---------
Co-authored-by: Obelisk <taynaluan10@gmail.com>
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd (Megamix Modified)-EB.otf
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
Forgot that the letters "V" & "v" were also modified as well.
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Forgot that the letters "V" & "v" were also modified as well.
* Noticed that "_j" were merge together.
* Logo Tweaks
* Logo Tweaks
* Logo Tweaks
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004d.
* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* some bon odori changes (please dont break anything please)
* LAST COMMIT BEFORE PUSHING!!!!!!!
* forgot fix some minor things lol
* organized the folders and made the dark bg an ease and not an animation
* super cool commit
* bug fixes
* added pitching to pans and dons
* changing Clap() and Sound() to a prefunction
* prefunctions done 👍
---------
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: wookywok <62037083+wookywok@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
* ColorEase stuff
why didn't we do this earlier!! this is so much common code cut down and makes things a LOT easier to type
* port karate man, fix NaN bug
goin to bed now!
* km fix, convert all to colorease, multisounds stuff
fix that goddamn ms.startBeat = sounds[0].beat; bug + if it's already converting to a list, why not just define the sounds as a list??????? they're a list most of the time anyways
ive got work ahead of me.
* finish up the code, document it
just a few more fixes and we're good
* revert some fork lifter stuff
as nice as it would be i just don't want things to break
* revert some MORE stuff
* revert even more. bleh
* semtiones lol
also a karate man fix
* everything!
conveyor belt is lined up with cans, ive got the blackout in, everythings good. i might add in some recoloring, tho
* rename to cannery and The Cannery, respectively
* ColorEase struct, new spritesheet
* a few anims, uninstancing start
compiler errors! just wanna get mannequin factory done
* a singular semicolon
good job me
* update: revoked semicolon and A privileges
* The: fix
mwuahahhaha
* started working on anims
* restore lost anims and some new ones
* add new anims
* add icon, remove colorease
adding colorease in a different pr
* BG stuffs
* Cannery Visual Overhaul
Yeah!
* ok for some reason this animation was not in the changes list until i closed unity yeah ok fuck you
* make bg controlled by code
simple ease + speed modifier and it's controlled by delta time
and that's cannery finished!! it truly looks amazing now.
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
* Clap Trap (WIP)
Adds:
Unanimated upscaled rig
"Clap" block
"Change Background Color" block
"Change Hand Colors" block
Input detection
Upscaled sprites
and more :)
* Doll Animation Start
Started animation on the doll's head.
oh yea also everything was misaligned oops will realign eventually
* Doll Head Animations
Completed all the animations for the clap trap doll, added a block to play certain animations (e.g. talking), and started animations on clapping
* Right Arm Fully Animated & Usable
All animations for the right arm are now complete and play properly in the game.
* All Arm Animations Complete
All the animations for the arms (and clap effect) are now done.
* Spotlight
A spotlight was added for the clap cue, can be recolored and works with stacked cues. Still kind of WIP but is fully functional.
* Incoming Objects Start
Sword go woosh
* meow
* Most clap trap objects
Mostly just making this so that I can remove this from my computer to save 5 tasty gigabytes. Not abandoning this 100% but it will be a bit
* Modernize Code
Gotta update all the code that broke in the 9 months of this being dead
* Animation Touch-Ups & Shadows
Touched up all the old animations to be more accurate to the originals (inaccurate framerate, missing frames, misplaced frames). Also added all the shadows that show up on the doll when the spotlight comes on.
* More Animation work and Modernized BG Event
Added animations to move the whole doll on a just/missed input. Fixed bugs with the default hand object not properly playing its animations due to its names previously being changed. Modernized the BG Colors event to have the whole easing dropdown in place of the "Fade?" toggle. Combined the spotlight recoloring section of the BG Colors event with the Hand Colors event to make the Object Colors event.
* New SFX rips
Kievit approved
* New Icons
RIP old icon
* Removed \n<color=#eb5454>[WIP]</color>
Removed \n<color=#eb5454>[WIP]</color>
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Co-authored-by: Roshibomb <58871286+Roshibomb@users.noreply.github.com>
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
* Fix Anim Block, Fine Semitones in SFX Block
* i was recursively getting the anim object path BACKWARDS. oops
* added fine semitones in the sfx block, thanks Vincells
* GetPitchFromSemitones uses a float instead of an int now
* revert the semitones thing
* okay that's better
use cents correctly