Commit graph

1687 commits

Author SHA1 Message Date
ev 35136c1826
blue bear dj school sprite touchups (#728) 2024-02-29 03:46:58 +00:00
AstrlJelly 476712e47d
Fix Anim Block, Fine Semitones in SFX Block (#724)
* 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
2024-02-26 17:46:30 +00:00
AstrlJelly 9d6f8cce2b
semicolon (#722) 2024-02-26 03:21:54 +00:00
AstrlJelly caf124a8cd
Advanced Blocks (#720)
* play sfx and play animation blocks

i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial

* count in rework + preloading, multisound addition

multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol

new Count-In and Play SFX block preloads sfx now!! epic.

* prefab-ify event properties, Button EntityType

* things are very nearly working!

however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

* okay it's WORKING now

i just need to do some better dropdown stuff

* ITS WORKING ITS WORKING ITS WORKING

arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!

* about to make a struct + class, tooltip improvements

gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend

* finishing up, probably one more commit after this

* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle

* grah it's ALMOST DONE

* it's 99.9% finished.

just some touch ups, i don't think i even know of any bugs

* alright, looks like that's all the bugs gone

* EVERYTHING IS FINISHED!!
2024-02-26 01:46:23 +00:00
streitixy bdbe5c9c9c
The☆Bon Odori (#719)
* 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

---------

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>
2024-02-26 01:44:56 +00:00
wookywok e3c1579535
Rhythm Test GBA Hotfixes (Right Branch Editon!) (#718)
* Rhythm Test GBA - Starting!!!

- Prefab
- Placeholder icon
- KTB cue & Button animation
- Sorta kinda started the flashing ktb stuff???

* KTB Works! now onto countdown

* Feature-complete!

Still needs text and paper, but beyond that it's pretty much done!

* Finishing touches (for now)

mostly the mask lol

* Rhythm Test GBA Hotfix

countdown is no longer a prefunction
also touched up visuals

* Rhythm Test GBA Hotfix 2

fixed zero not disappearing when beeps start, set up framework that'll make the text at least marginally easier to implement later

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-02-26 01:44:53 +00:00
wookywok 8b71fc2234
Rhythm Test (GBA) (#712)
* Rhythm Test GBA - Starting!!!

- Prefab
- Placeholder icon
- KTB cue & Button animation
- Sorta kinda started the flashing ktb stuff???

* KTB Works! now onto countdown

* Feature-complete!

Still needs text and paper, but beyond that it's pretty much done!

* Finishing touches (for now)

mostly the mask lol

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-02-24 01:23:23 +00:00
Seanski2 44b645f57a
Tunnel Backgrounds (#713)
* field + desert bgs

we're just getting started

* city bg wooo

* New camera positioning in car

thank you maddy and meta

* night time zzz

* moai + crop stomp bgs

* new sheet

goodbye bluetooth wheel

* tunnel bg changer

* quiz bg wip

* quiz show bg animated

i am far too stupid to understand what's going on with the code

* far anim disappeared??? fsr???

* bgs are done woooo

this might be huge for the tunnel community

* Revert "bgs are done woooo"

This reverts commit f4ca272731.

* Revert "Revert "bgs are done woooo""

This reverts commit b75ca2be15.

* Revert "Revert "Revert "bgs are done woooo"""

This reverts commit 7d2e47ccbc.

* i dont know man

* redo lost anims

* add quiz bg

lol

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
2024-02-24 01:22:18 +00:00
RaffyTaffy14 e8b745dbe5
Sumo Brothers Bug Fixes & New Pose (#710)
* Bug Fixes

Un-interpolated the Inu Sensei alarm animation. Fixed the incorrect player stomp animation playing if it was the final one. Redid background to be more accurate + added some "fun" extension to it. Added the ability to cue in a slap/stomp signal while another game is inactive.

* Sumo Pose anims v3

Added all the 3rd (non-miss) pose animations. The random pose option can now finally be random with another pose to choose from. Also made a minor tweak to how cueing in from another game works.

* Sumo Pose anims v3.5

Added the missing miss animations for the new poses. Also extended the background a lot more (I love the remixer).
2024-02-24 01:21:28 +00:00
minenice55 3a891d1ec0
Update GameTexMaterial.mat (#708) 2024-02-21 02:02:14 +00:00
RaffyTaffy14 6469e1baf1
Sumo brothers (#706)
* Lockstep

fansodnason

* More Lockstep

Implemented the new sprites (still needs work). Added new Icon.

* More lockstep stuff

i have no clue

* Animation Tweaking

I fiddled around with numbers weeeeeeeeeeeeeeee

* Merge branch 'master' of https://github.com/RaffyTaffy14/HS

* Background

Has basic background

* End Pose Start

Adds the End Pose cue's tweeting sound (took so long but felt so cool)

* Inu Sensei Start

Inu Sensei added to scene. He can bop, crouch, or do neither

* Temp Sumo Brothers Icon

Made by Donfen

* Inu Sensei Tweeting

Inu Sensei now does his animation during the duration of the End Pose cue.

* Crouch Block Rework

Reworked crouch block to be a stretchable cue instead of a toggle (like KM prepare stance)

* Bop Block Rework

Bop block reworked to be a toggle. Also made a few minor tweaks to random things.

* Added the Brothers

The Sumo Brothers from Sumo Brothers are now in Sumo Brothers (minus the sumo)

* Imported Upscaled Sumou_BG

Higher resolution background and Inu Sensei sprites.

* Imported REAL Upscaled Sumou_BG

oops

* Slap & Stomp Signals

the domg buncus and tink tonks

* Twiddling my Thumbs

Random, Insignificant changes to random things in the code

* idk

random cleanup after I finally got HS to not be in shambles

* more stuff

dunno

* Input for Pose

this should not have taken this long

* uh

waste of 4gb atm, need 4gb atm, may need this not atm

* Modernized Bops & WIP Stomps/Slaps

Made the bop system to have automatic/stretchy settings like all new games. Also got a WIP implementation of stomping/slapping

* quite honest i do not know

let's just update HS

* Prepare Slap Animation

Prepare Slap animation has been animated and implemented

* Sumo Prefab

some stuff went down yesterday when updating the fork that involved the sumo prefab randomly downgrading to an older version, so I'm hoping that this commit will make sure that the current prefab wont just vanish into oblivion

* Slapping Animation v1

Spent a few hours animating the front-hand slapping animation. Also added a "Look at Camera" event that makes the brotheren look at the camera while slapping.

* Stomping Animations

All stomp and stomp prepare animations are animated and coded into the game (except for the miss one)

* Slapping Animation v2

finally animated the alternate slapping animation where those sumo brothers slap with their other hand

* Slapping to Stomping Transition

Added the slapping animation for when the Bros transition from slapping to stomping as well as all the accompanying code to get it to function. Also tweaked the two other slapping animations to fix the interpolation of those speed lines.

* Inu Sensei Complete

Added redone inu sensei spritesheet (thanks Mage!), animated all inu sensei animations, and coded all the inu sensei functionality. This is all really coming together now

* Sumo Miss anims & more

Added the Slap/Stomp miss animations. Coded the ability to whiff inputs. Replaced all the SFX with Kievit-approved rips. Added the little slap impact effect for successful slap inputs. Getting ready to make stomps pretty. Fixed misc bugs.

* Sumo Pose anims & more

Added the first set of pose animations. Also added animations for transitioning from posing to something else. Stomps aint getting pretty this time. Fixed misc bugs.

* Sumo Pose anims v2

Animated the whole 2nd set of sumo pose animations. Fixed some various bugs with poses. Added a random setting for the poses (although it doesn't work well with only 2 poses). Getting ready for the PR

* Random Bug Fixes

Fixed random pose option, fixed an animation that accidentally left loop on, and added monologue. Getting ready for pr in a few days.

* 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.

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-02-19 01:25:26 +00:00
AstrlJelly a35e492d0d
Slot Monster (#699)
* slot monster GO!

* Rearrangement

+ work on prep anim

* A bit more anim work

* oops

* oops! again!

* grayscale buttons

* basic code + sfx

huzzah!

* bg

* unassigned animation clip, oops

* basic logic, sfx

🤩

* more anim stuff

slowly

* tweaks

no the bounce on the release anim isnt done that crap is way too elastic rn

* icon

* eye sprites!! ill do more later

* baby's first text changes

* push before i revert the prepare

* flash/inputs actually working, create SlotButton.cs

flash now lerps in the SlotButton class, which makes things so. so much easier.

* coin pile,,,

(+ some tweaked anims, may further tweak)

* test block is kil

oops

* slight eyes rework + early barely anims

kill

* fixed eye 3

i am foolish

* eye barelies, consecutive c&rs

we're so close!

* reimport spritesheet

goodbye spritesheet weirdness

* Revert "reimport spritesheet"

This reverts commit f7bd24d149.

* okay reimported for realsies this time

* lose anim + larger coins

* I'm stupid + button tweaks

* READY FOR RECORDING

particles, win animation, etc.

* fix particles

* so close to being done :(( but weird input bug

* cleaning up

fix some bugs, add some stuff. this is almost ready for pr!!

* ITS DONE... FINALLY DONE...

* oops star tweak

* ass buns

---------

Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2024-02-18 01:43:20 +00:00
Tailx501 f53ee657b3
Updated the Modified Kurokane Font (again) (#703)
* 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.
2024-02-16 17:39:46 +00:00
minenice55 dbf99f8d5d
fix broken material (#701) 2024-02-16 13:48:37 +00:00
minenice55 dd9a06ad52
Change Project License to MIT (#700)
* license change

replace unneeded package

* reword this
2024-02-16 06:17:16 +00:00
AstrlJelly 172e3850a5
fix (#696) 2024-02-13 14:36:06 +00:00
ThePurpleAnon 0b5a60583e
Manzai but more of it (#695)
* Lots of small things

Replaced the combined "boing" sound from rhre with the split "boing" sounds from ingame for easier voice replacement.
Split the regular pun and boing pun blocks.
Made the offset for Kosuke's voicelines adapt to the sound's pitch.
Made speech bubble positions randomized.
Made the "ready" animation play in autoplay if you're in touch mode.
Moved the window for when you're allowed to start holding for a slap in touch mode sooner.

* Minor-er things

Attempted and failed to get the "crowd noise interruption" in place.
Removed a log command.
Disabled bopping in the "boing" block sooner.
Fixed how the pun and boing blocks work on game switch.

* Even more minor things ™️

Shuffled around some things in the prefab to be more accurate to the original.
Finally moved the reference images out of the root assets folder

* Did somebody ask for more minor changes

Changed how the input method is called to prepare for random voicelines.
Made playback speed affect voice pitching (unless pitching is turned off in the block)
Fixed input doubling if a Pun block is put on the same beat as a game switch (curse you space soccer and not having to check for that in the method i stole from you)

* QoL tap mode thing

Basically if you hold down the button for long enough, kasuke will play the "ready" animation which is uninterruptable until you let go

* No way is that more minor things

Added figure-farter-esque easter egg. (hold both shoulder buttons while inputting and see what happens :3)
Made whiffs detract from your score.

* Stuff

Added options for audience sounds and added practice crowd sounds.
Fixed Kasuke's pitching and split the "donaiyanen" voice line.
Added spritesheet for the crowd (it's not even split yet i literally just remembered i never pushed last night and i wanted to do that first)

* Crowd (still WIP)

Added the crowd and all the animations that are in vanilla.
Added a block for crowd animations.
Yeah basically just crowd implementation, extra goodies are yet to come.

* Crowd Stuff but More

Made bops low priority animations for the crowd.
Added the jumping animation holy fuck that was a headache please send hlep.

* removed WIP label

bc raffy and astrl and maddy bugged me about it

* Cool Stuff

Added the microphone and animated it using the "birds slide" block.
Added the sprite sheet for particles.
Implemented the feather particles during a slap.

* The Push

Optimized a bit of input code.
ADDED VOICELINES WOOOOO (with randomization)
2024-02-13 13:37:06 +00:00
minenice55 ec65c5d056
Improved Sound Loading (#688)
* basic audio preloading

could this operation be timesliced even more?

* note

* load sounds in subfolders from their ABs properly

fix sound names that would conflict from this change

* also grab from cache in this method

* fix ringside's assetbundle

* several AB sfx fixes

air rally
catchy tune
coin toss
karate man
lockstep
marching orders
mr upbeat
samurai slice gold
tambourine
tram&pauline
trick on the class
working dough

* fix flipper flop assetbundle

* fix weird issue with pause menu arrow
2024-02-11 05:24:52 +00:00
Rapandrasmus 1b681663fb
new sounds (#689) 2024-02-08 20:22:59 +00:00
Tailx501 1c82011cb5
Updated the Modified Kurokane Font (#686)
* 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.
2024-02-06 20:53:24 +00:00
AstrlJelly dda64e6613
the burger fix (#681) 2024-02-04 16:15:14 +00:00
minenice55 5e804b3bd6
JSL-Related Improvements (#679)
* *don't* cause a stack overflow when polling split controller

* update JSL (DualSense Edge support)

add ability to update controller bindings

* (temporarily) get rid of everything joy-con pair related

* prepare the new controller

update JSL

* implementation of joycon pair

* properly do the material

* finish implementation
2024-02-04 06:54:32 +00:00
ThePurpleAnon b352f3648f
Upbeat blip length (#675)
* Implementation

actually implemented the slider, waiting on zeo's word for polish

* Non-placeholder text

ty zeo
2024-02-02 00:40:53 +00:00
ev a116ae5f25
Kitties Fix (#673)
* new kitties sprites

* Kitties Fix

* fixed anims and sheet

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-02-01 05:45:56 +00:00
ev eb76f406fe
new kitties sprites (#671)
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2024-01-31 05:34:24 +00:00
AstrlJelly 3591c8ca3c
icon updates (#670)
* icon updates

* Update mannequinFactory.png
2024-01-31 05:19:58 +00:00
ThePurpleAnon 137c211780
Update Credits.txt (#669)
hi my name is in now hi hi
2024-01-31 05:07:41 +00:00
AstrlJelly a071b45d23
just two bug fixes (#667)
* Update README.md (#661)

* reimplement the fixes

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-31 04:59:52 +00:00
AstrlJelly f938ab84f5
Mannequin Factory (#499)
* everything

yeah. everything..?
just needs an icon

* ass buns

* clean up + split up the blocks

* quick refresh

just so this doesn't get stale and fall behind in the codebase

* NOT DONE YET! gonna finish tomorrow

* it's done!!

* oh oops gotta actually load the game
2024-01-30 02:41:35 +00:00
AstrlJelly 3b7c0dc96a
Manzai (WIP) (#664)
* Creating the scene

Graphics for the stage and the birds have been set up, no animation or editor events yet

* Implementation of Rudimentary Functionality

Added "pun" blocks with very minimal functionality, and "custom boing" blocks with no functionality. Added functionality to the "bop" block.
Incredibly basic animations and sfx implementation.

* Implemented functionality to "bop" + pitching sfx

pretty much does what the title says. pitching for voicelines is automatic, and scales properly to tempo (based on 98 bpm)

* Added "Hai" Bubbles

basic functionality and animation for "hai" speech bubbles, bubbles are able appear in a random order

* (NEEDS DEBUGGING) Boing block rudimentary implementation

All it's trying to do is figure out if the vulture should mess up his pun and it only plays both functions every time no matter what

* Animation Dump + misc

Properly implemented 6 animations:
raven's bop, talk, and ready
vulture's bop, talk, and boing
Along with implementing proper functionality for puns having random inputs

* [DEBUGGING APPRECIATED] Misc Things

Attempted to add the slide in/out animations to the birds, but they don't currently work (debugging appreciated)

Added and implemented miss sfx, and readjusted the framing of the birds in the scene.

* Prepping for Sound Implementation

Made a system to brute-force phrase sounds, removed some randomization, added a way to pitch and unpitch Kosuke's voice lines, added a temp icon for Manzai.

* Fixed slides

made them fancy :3 (easing, combining the blocks, the works (still no slide animation for the birds tho))

* sourcegen

* ignore

pushing so i can unstash my goddang changes

* HD textures and half of an SFX overhaul

HD textures speak for themselves, comedians and bubbles are beeg now. SFX are currently halfway through a rework and very broken :(

* Finished boings/added short pun animations

self explanatory

* Some Misc Animation Stuff

added move animations, attempted to get "Hai" bubbles to be random but failed, allowed Manzai's inputs to work between game switches

* Loads of Input Stuff

Making bops not overwrite other animations, making the input system correct with all styles (hopefully), added barelies

* More Playability Stuff

Added "boing" hit animation, added audience reactions to correct inputs

* Lights On/Off

Added a toggle for stage lights and shadows for the birbs, plus some misc prefab cleanup

* grrrrrrrr

made the accent color for manzai purple, and fixed broken shit from trying to move spotlights to children of the birds, have NO idea if github is picking up everything correctly and the branch might be a tad broken now, oopsie

* Finished up presentability

added donaiyanen bubble, added slap whiff animations, made light toggle block have an actual checkbox instead of simply toggling the lights, did a bunch of logic to allow animations to be only allowed to play at a certain time, attempted and failed to make the hai bubbles be able to move around

* Slap whiff animation is able to play sooner during a "boing" block now

self explanatory

* bleh

pushing just to get this shit out of the changed files list

* PR-ready-ified

added a "WIP" to manzai's title, and commented out all the unfinished shit

* ass buns

---------

Co-authored-by: ThePurpleAnon <100617766+ThePurpleAnon@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-29 03:23:02 +00:00
Rapandrasmus 1f03646118
Monkey watch (#555)
* basic setup+inputs

this is gonna be so annoying to optimize
i am SO overwhelmed with the options that i have
object pooling, disabling the monkeys, literally just placing them manually... idk.

* custom monkeys + more setup stuff

it's all coming together .

* a few tweaks

committing to update the spritesheet

* hi ev

* player stuff

* player anims

* particles

* more of prefab

* upscale for this sheet

* prefab more

* oops

* anims n stuff

* assign the stuff, a little bit of rotation

* better sheet

* balloon sheet

* particles

* Revert "particles"

This reverts commit fe4d589731.

* Revert "Revert "particles""

This reverts commit ce117b280d.

* fixed the watch outline + pink monkey prefab variant

the bccad really is a life saver

* anims for monkeys

* convert to dictionary

yippee for dictionaries
* better camera
* click animations are all done
* custom monkeys are actually good now :)
* prefab adjustments

* oopps2

* tweaked particles

* inactive monkeys/custom monkeys + prefab fixes

they should work perfectly now, and the prefab should also need no further adjustment
hopefully...

* many animations

* click fixes

* the prefab needed One more adjustment

* oops again

hopefully the shadow is good now

* sheet adjustment

* all yellow anims done

* progress.

starting on the monkeys appear block rn, and then i'll work on the monkey spawning logic. honestly should be pretty easy (and i DON'T think this will be something i look back on as if i was crazy 😄 )

* open / close hole

* monkey spawning working better

* pink monkey anims

* clean slate

* gonna test something

* proper camera

* Camera movements done

* pink monkey sounds and a small bug fix

* clock arrow now moves

* gettin ready to spawn el monkeys

* monkeys should spawn now ig

* bug fixes

* oops

* monkeys appear added

* more fixes yahoo

* shadow tweak

* bug fixes

* zoom out beginnings

* hour more smooth

* smooth minute too

* it now zooms out lol

* middle monkey

* oopsie doopsie

* hot air balloon

* oops

* anim

* disappear fix

* ticks on input now

* prepare earlier

* tiny tweak

* oops again

* fixed the input bug

* holes

* middle monkey anims

* fixed layering

* zoom out tweaks and shadow movement

* camera tweak

* tweaks

* quad

* camera tweak

* quart

* inspcetor

* shadow correct

* Okay

* zoom out seperation

* instant

* balloon movement

* balloon fixed

* fixed particle

* icon

* fixed beataction parameters

* monkey watch camera refactor

run sourcegen

---------

Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-29 03:04:19 +00:00
ev fc55712779
Nightwalk GBA (#569)
* Nightwalks set up

* Play yan with balloons

* platformSetUp

* Platform handler fundamentals

* Count In Added

* small thing

* Got em inputs in nightwalk gba to work

* Platforms now spawn when there's no count-in

* He jumps now!

* Decreased platform count

* Height changes added

* Randomness for height changes

* Name changing

* Fixed a bug with no count in blocks

* Ok height changes should be flawless now

* No jumping added

* Umbrella and lollipop added

* Umbrella drum pattern added

* Fallyan :(

* Implemented falling :(

* Fixed drum patterns not working

* Fish implemented

* Fixed kick sound being weird

* 4 beat count in added

* Tweaked landing pos

* Walking Count-In added

* new sprites touched up anims

* oops1

* barely anims

* Implemented barelies into nightwalk gba

* Balloons have random positioning now

* New sounds and whiff/barely sounds

* Fall smear added

* Fixed issues with platform heights on gameswitches

* 24 platforms

* walk is normalized now

* Star scrolling functionality done

* Blink animations n stuff

* STARS BLINK NOW

* Force evolve added + tweaks

* Fixed stars not stopping + upped amount of stars

* End event setup

* Finding end blocks logic added

* end event functionality finished

* end platform anim

* fixed anim

* only stars on screen evolve

* 2 evolve by default

* End event fixes

* more blinking

* star blinks now and has string

* minor tweak

* fix to interaction between fish and end block

* tweaked dropdown values

* removed fish sound

* named some sprites in the spritesheet

* high jump and roll anims

* Roll sound should only play if valid

* Small fix to roll cue sound logic

* Another small fix to roll cue sound logic

* ok actually fixed roll sound

* roll platform added to jumpl platform prefab

* Roll cue platform visuals done

* Basic Roll Cue implemented

* flower

* umbrella

* barely for roll release

* OOPS

* smol fixes

* fixed visual stuff and added missing to rolls

* redid sheet, new anims

* slow walkin'

* adjustments

* oops

* adjusted smear

* improved interaction between roll and end block

* improved interaction between roll cue and platform heights

* 32 stars

* made the star boundary way smaller

* how was i this stupid

* fixed more interactions

* stack proof roll cue and also end block + roll cue fix

* Fixed things related to stars

* fixed no jumping not working with end block + roll

* nearing the final stages

* rolls counts for 2 jumps now

* fixed a bug to do with roll platforms and made roll platform sounds not be able to be played on invalid beats

* made stage 2 stars bigger

* added destroy roll platform sprites

* update to new systems

---------

Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-28 06:03:53 +00:00
minenice55 59a0227b07
run source generator to add totem climb (#663) 2024-01-28 04:14:30 +00:00
minenice55 e27458d078
Update README.md (#661) 2024-01-28 03:49:50 +00:00
Rapandrasmus 3e20013a1a
Totem Climb (#660)
* setup

* scroll stuff

* tons of stuff

* totem bop

* bopping and new assets

* soem more

* frog fit

* fixed order of operation issue

* triple proto

* wow i love super curves

* TRIPLE JUMP

* frog fall

* the spinny

* dragon initial

* functional dragon

* fixed un bug

* the deets

* the deets have been fixed

* miss stuff

* smol fix

* no log

* fixed some issues

* switch to next state

* particle

* remove useless logic

* zoomed out

* sound and line fix

* new bg sheet

* minor tweaks

* pillar tops

* background objects

* background tweak

* triple sound tweak

* background rework

* frog wings and new jump anim

* fix

* birds

* disable pillars

* landing end

* fix again

* minor fix

* fixes and icon

* background scroll logic rework

* put in fixed sheet

* fixed sounds
2024-01-28 03:43:54 +00:00
minenice55 30f94f4f98 action to cherry-pick PRs to appropriate branches on merge 2024-01-27 22:41:06 -05:00
minenice55 c1eef32bb2 Delete Ookii.Dialogs.dll.meta 2024-01-27 16:46:35 -05:00
minenice55 02b073b200 more update to StandaloneFileBrowser 2024-01-27 16:44:17 -05:00
minenice55 ce6b0a44a1 update StandaloneFileBrowser to use our org's fork 2024-01-27 16:37:13 -05:00
minenice55 ac3059e008 update workflows 2024-01-25 16:15:45 -05:00
minenice55 dd62aedd81
Merge pull request #655 from minenice55/systems-improvements
Minor Refactoring
2024-01-25 20:42:49 +00:00
minenice55 7384dd9092 remove unused class 2024-01-25 15:27:26 -05:00
minenice55 9be16564a0 change operation order for input checks 2024-01-25 15:11:43 -05:00
minenice55 9f0a48e9ff event caller refactoring
change operation order of minigame loading
2024-01-25 12:29:05 -05:00
minenice55 ba3960d142 linear rgb for textures that get remapping shaders applied 2024-01-24 00:40:29 -05:00
minenice55 b94a70fbc6 fix certain types of sounds firing a frame late 2024-01-24 00:17:35 -05:00
minenice55 23d9edf5fe Revert "prod flag gaming"
This reverts commit ca742c8567.
2024-01-22 17:00:57 -05:00
minenice55 8348eaa283
pause unloads assets on exit 2024-01-22 14:18:41 -05:00
minenice55 ca742c8567 prod flag gaming 2024-01-22 14:14:16 -05:00
minenice55 9bb98310cc change title screen anti-mash mechanism 2024-01-22 10:58:45 -05:00