Commit Graph

1046 Commits

Author SHA1 Message Date
973f5f18ee Color Persistence for R1 games, also fixed lockstep color bug (#882)
Lockstep and Mr Upbeat now have color persistence between game switches. Also, Lockstep can now change colors on a game switch beat.
2024-04-19 19:16:10 +00:00
6a3d8de487 Sumo Brothers Bug Fixes + More Customizability (#878)
* 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
2024-04-19 03:11:36 +00:00
7db182f985 Vignette Spotlight (+ Neon fix) (#877)
* 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
2024-04-17 22:01:46 +00:00
543d280c42 Fixed Toss Boys Ball Pop Prepare in Touch Mode (#876)
They didnt prepare in touch mode - it;s a holdover from when the ball pop was going to be a flick
2024-04-17 22:01:43 +00:00
7c8c8b8bfc Added major and minor features to Timeline (#874)
* wip

* move fix

* wip

* Insert / Delete Space
2024-04-17 14:08:18 +00:00
c3985da6b9 Bouncy Road Tweaks 2 (#870)
* fix anim new sprites

* fix pos

* background appearance

---------

Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
2024-04-16 03:57:14 +00:00
a567af021d Chameleon fixed (#871)
* wip

* wip2

* wip2

* Far

* upscale

* wip

* close

* fix lerp

* bg

* wip3

* resizable

* flick
2024-04-16 03:57:11 +00:00
bc79ad556f Sumo brothers is FINISHED* (#867)
* 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
2024-04-16 01:45:56 +00:00
2f6663825f Chameleon (#868)
* wip

* wip2

* wip2

* Far

* upscale

* wip

* close

* fix lerp

* bg

* wip3

* resizable
2024-04-16 01:45:49 +00:00
649eafa035 Basketball Girls (#858)
* wip

* Secretly fixed bugs in unrelated areas

* wip2

* wip3

* camera

* OK
2024-04-12 01:40:54 +00:00
39039b447c Bouncy Road (#854)
* 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>
2024-04-12 01:40:52 +00:00
c4445fef91 Glee Club fix (#860)
* gleeclub

* Add shorter instantiation and better C offset

---------

Co-authored-by: EpicGamer2469 <epicgamer5694@gmail.com>
2024-04-12 01:40:19 +00:00
7a773d02ad fix game asset loading for real (#861)
fix copy paste not using timeline marker's time
correct more uses of swung / unswung beat
2024-04-10 05:05:47 +00:00
245d6b7a19 Revert "let mispacked games skip preload (#851)" (#855)
This reverts commit b256205350.
2024-04-09 15:06:18 +00:00
e0893a203d Fixed the parameters for Gaussian Blur, whoopsies (#853)
* changed cues, added legacy support

* Added Legacy Scroll Speed

* Fix gaussian blue parameters, whoopsies
2024-04-09 14:47:19 +00:00
b256205350 let mispacked games skip preload (#851) 2024-04-09 14:18:59 +00:00
d60c8b921c Made Nail Carpenter Half-Time! (#845)
* changed cues, added legacy support

* Added Legacy Scroll Speed
2024-04-09 13:43:56 +00:00
800832134d exclude non packed games from the preload check (#849)
don't make multiple timeline playheads
2024-04-09 13:26:12 +00:00
be289eb48c Update MrUpbeat.cs (#846) 2024-04-09 02:54:25 +00:00
c9f6b3edaf Asset Loading Fix (#843)
* (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
2024-04-09 02:01:18 +00:00
10e9a5e35d Timing display fixes (#840)
* the fix ™️

* the glow ™️
2024-04-08 18:49:01 +00:00
aec00710b1 Correct the spelling and grammar of nightly games (#839)
* fix spelling and grammar errors in release 1 games

* fix nightly game text
2024-04-08 18:44:27 +00:00
5f13626e72 fix spelling and grammar errors in release 1 games (#838) 2024-04-08 18:44:05 +00:00
af217a23e9 Updates to note paramaters + some additional sound fixes (for r2) (#834)
* Note param stuff + some other fixes

* Stuff just for r2
2024-04-08 02:18:51 +00:00
203f7f4c02 offset fix (#836) 2024-04-08 02:02:55 +00:00
d2a8df8a64 Update AppInfo.cs (#832)
* Update BGFish.cs

* Update LakeScene.cs

* Update LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs

* Update BGFish.cs

Why does this keep HAPPENING?!

* Discard changes to Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs

* Update AppInfo.cs

Thank you StackOverflow!
2024-04-07 22:42:37 +00:00
edfdf463ac Update AppInfo.cs 2024-04-07 18:35:42 -04:00
9ca52d0be0 Update AppInfo.cs 2024-04-07 18:07:22 -04:00
326ea3d895 Cleaning up those dang warnings (#826)
* done i think

wahoo

* this one too

lol
2024-04-07 21:25:54 +00:00
fe8753e554 Frog Princess (#830)
* wip

* wip 2

* wip3

* wip4

* Refactoring failed

* Delete unused using
2024-04-07 21:23:54 +00:00
45a4b6d6b4 Nail Carpenter Swing Support (#829)
* 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
2024-04-07 04:56:37 +00:00
d32f5591d2 Auto-Swing (#827)
* 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
2024-04-07 04:54:06 +00:00
ff4b3523af Not Again (#825)
* Update BGFish.cs

* Update LakeScene.cs

* Update LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs

* Update BGFish.cs

Why does this keep HAPPENING?!

* Discard changes to Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs
2024-04-05 01:59:33 +00:00
5377a28f5b Fillbots (#824)
* 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>
2024-04-05 01:28:09 +00:00
75e248c97b 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>
2024-04-05 01:28:01 +00:00
80ae5eaf6b Mostly Bugfixes (#823)
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.
2024-04-05 01:27:59 +00:00
e94a34c40b Remove duplicate freeze frame addition (#819) 2024-03-31 01:18:29 +00:00
a6fcdd0fb4 Sorting rework i guess part 2 electric boogaleo (#816)
* 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
2024-03-30 19:25:15 +00:00
1c6eae8005 Resource Optimization (#812)
* 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
2024-03-30 02:52:14 +00:00
eb9cd7f9fa stuff (#811)
the stuff
2024-03-29 23:22:44 +00:00
d06913092f Catch of the Day fix (#810)
* Update BGFish.cs

* Update LakeScene.cs
2024-03-29 04:37:42 +00:00
a0bec7acd0 Catch of the Day (#807)
* 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>
2024-03-29 02:35:11 +00:00
642426751b Charging Chicken (#805)
* 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
2024-03-29 02:35:09 +00:00
65a243fa68 Editor Sorting Fixes & Upgrades (#808)
* 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
2024-03-29 02:35:07 +00:00
60cf2c146d Built To Scale (Wii) minor fixed (#806)
* 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>
2024-03-29 02:35:05 +00:00
cb3304d217 Built To Scale (Wii) (#804)
* 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

---------

Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
2024-03-27 15:22:51 +00:00
7f5cae9cf7 Bon odori patch (#803)
* text scroll

* Change animation playback timing

* Files forgot to commit
2024-03-26 12:13:09 +00:00
5002e16ac8 Shoot-'em-up (#796)
* 無駄

* spawn

* Start Interval

* new sprites, background particles

* fix white flash

* wip hit particle

* finished hit particle

* oops

* oops2

* sorry last tweak

* Damage

* Merge manually

* modified: Update()

* fix particle layering

* tweak particle more

* more enemies

* Changed the way effects are generated

* animation fixes

* attack fix

* laser and enemy miss anim

* sorry!!!!!!!!!

* monitor animations

* intro gate animations

* trajectory

* Pass Turn (WIP)

* Animation Event

* Fine placement

* Pass Turn

* Placement Pattern

* EnemyType

* icon

* fix bg, fix animations, added smoke particle

* Adding and modifying effects

* I made a mistake in the operation

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
2024-03-25 01:41:51 +00:00
b9eea180b0 Improve note parameters (#798)
* Add note parameter

* Increase max semitones

* Add previewing sounds for notes

* Add note preview toggle setting

* Fix Launch Party starting note

* Fix preview sound pooling + add BTS preview sound

* Add previewing note when slider handle is clicked
2024-03-22 01:37:41 +00:00
69f8e29173 Bon Odori Animation Update 1 (#795)
* 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>
2024-03-18 22:54:50 +00:00