* 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
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Co-authored-by: minenice55 <star.elementa@gmail.com>
* 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
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Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
* 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.
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Co-authored-by: minenice55 <star.elementa@gmail.com>
* 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)
* 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
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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>
* 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
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Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>