im sorry for taking so long koob...
Just the upscale for now -- I'm gonna do things like the recolorable background and spreadsheet and text and stuff later lol
* 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