* 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>