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Catch of the Day (bugfixes) (#814)
* 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>
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@ -374,7 +374,7 @@ namespace HeavenStudio
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public uint? chronologicalSortKey;
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// playinful: basically i figure this should just be whatever index number the minigame is
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// Yin: basically i figure this should just be whatever index number the minigame is
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// in its game of origin. So, basically, like, if we're talking Rhythm Heaven DS, Built to
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// Scale would be 1, then Fillbots would be 2, and so on. If it's an endless game, add 100.
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// If it's a rhythm toy, add 200. If it's a 2-Player endless game, add 300. If it's a credits
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