Add more stuff from the OG game and more PART 1 (#228)
* senpai fucking dies * final flash fadeout * made cutscene not play on restart * winter horrorland + fixes * fix for pixel perfect shader * trail + fixes * better + shaking last update about it, i swear * never fucking mind + repacks + accuracy * more fixes + chromatic aberration * i hate how pixel shader fucks everything up * aberration in the cutscene & its cool twitch * camera beats when twitching * tank stuff pt1 now the cutscenes look 99% like og (still gotta freeze the stage animated sprites n stuff) PS: Deleting the lipSycn function in ugh and guns cutscenes cause its not needed + sometimes breaks the animations so lets just leave it in stress only like it was in og * week 5 completed + retrocompatibility with altanim now chrima parents work * philly train * gameplay shaders option better adding it now * tank stuff pt2 * blue balled text (death counter) * winter horrorland better rework WIP colored vignette usable by everyone (you can change its color, amount and strength) wip cuz i wanna edit the amount/strength based on the zoom, i'll do later, now i dont have time gotta do christmas irl stuff yay * winter horrorland better rework completed * seen cutscene variable finally * even better cutscenes * oops * tank stuff pt3 * tank stuff pt4 WIP running tanks Co-Authored-By: Ne_Eo <NeeEoo@users.noreply.github.com> * tankstuff pt4.5 imma check tmr why do some tankmen spawn too much up * tank stuff pt4.75 * dumb * tank stuff pt 4.9 * type on xml sprite type fix and more Co-Authored-By: Ne_Eo <NeeEoo@users.noreply.github.com> --------- Co-authored-by: Ne_Eo <NeeEoo@users.noreply.github.com> Co-authored-by: lunarcleint <88809950+lunarcleint@users.noreply.github.com>
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co-authored by
Ne_Eo
lunarcleint
parent
a71a02ea94
commit
6e23da8e86
@@ -1,5 +1,5 @@
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<!DOCTYPE codename-engine-character>
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<character isPlayer="true" flipX="true" x="0" y="350" icon="bf">
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<character isPlayer="true" flipX="true" x="0" y="350" icon="bf" camy="55">
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<anim name="idle" anim="BF idle dance" fps="24" loop="false" x="-5" y="0"/>
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<anim name="singUP" anim="BF NOTE UP0" fps="24" loop="false" x="-29" y="27"/>
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<anim name="singLEFT" anim="BF NOTE LEFT0" fps="24" loop="false" x="12" y="-6"/>
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@@ -9,5 +9,5 @@
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<anim name="singLEFTmiss" anim="BF NOTE LEFT MISS" fps="24" loop="false" x="12" y="7"/>
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<anim name="singRIGHTmiss" anim="BF NOTE RIGHT MISS" fps="24" loop="false" x="-41" y="23"/>
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<anim name="singDOWNmiss" anim="BF NOTE DOWN MISS" fps="24" loop="false" x="-10" y="-10"/>
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<anim name="bfCatch" anim="BF catches GF" fps="24" loop="false" x="0" y="0"/>
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<anim name="bfCatch" anim="BF catches GF" fps="24" loop="false" x="6" y="88"/>
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</character>
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@@ -1,5 +1,5 @@
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<!DOCTYPE codename-engine-character>
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<character isPlayer="true" flipX="true" x="200" y="570" antialiasing="false" scale="6" camx="-200" camy="-20" gameOverChar="bf-pixel-dead">
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<character isPlayer="true" flipX="true" x="200" y="570" antialiasing="false" scale="6" gameOverChar="bf-pixel-dead">
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<anim name="idle" anim="BF IDLE" fps="24" loop="false" x="0" y="0" />
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<!-- Offsets are actually multiplied by scale -->
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@@ -1,5 +1,5 @@
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<!DOCTYPE codename-engine-character>
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<character isPlayer="false" flipX="false" icon="pico" x="-50" y="-120" camx="195" camy="365">
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<character isPlayer="false" flipX="false" icon="pico" x="115" y="-85" camx="195" camy="360">
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<!-- Left Animations -->
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<anim name="shoot1" anim="Pico shoot 1" fps="24" loop="false" indices="0,1,2,3" />
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<anim name="idle1" anim="Pico shoot 1" fps="24" loop="false" indices="4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24" />
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@@ -1,10 +1,8 @@
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<!DOCTYPE codename-engine-character>
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<character sprite="senpai" isPlayer="false" flipX="false" x="150" y="360" antialiasing="false" scale="6" icon="senpai" camx="100">
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<anim name="idle" anim="Angry Senpai Idle" fps="24" loop="false" x="0" y="0" />
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<!-- Offsets are actually multiplied by scale -->
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<anim name="singLEFT" anim="Angry Senpai LEFT NOTE" fps="24" loop="false" x="7" y="0" />
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<anim name="singDOWN" anim="Angry Senpai DOWN NOTE" fps="24" loop="false" x="2" y="0" />
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<anim name="singUP" anim="Angry Senpai UP NOTE" fps="24" loop="false" x="1" y="6" />
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<anim name="singRIGHT" anim="Angry Senpai RIGHT NOTE" fps="24" loop="false" x="0" y="0" />
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</character>
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<character x="150" icon="senpai" camx="100" y="360" isGF="false" scale="6" camy="87" isPlayer="false" antialiasing="false" sprite="senpai">
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<anim x="0" loop="false" y="0" fps="24" anim="Angry Senpai Idle" name="idle"/>
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<anim x="4" loop="false" y="1" fps="24" anim="Angry Senpai LEFT NOTE" name="singLEFT"/>
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<anim x="2" loop="false" y="0" fps="24" anim="Angry Senpai DOWN NOTE" name="singDOWN"/>
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<anim x="1" loop="false" y="6" fps="24" anim="Angry Senpai UP NOTE" name="singUP"/>
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<anim x="0" loop="false" y="0" fps="24" anim="Angry Senpai RIGHT NOTE" name="singRIGHT"/>
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</character>
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@@ -1,5 +1,5 @@
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<!DOCTYPE codename-engine-character>
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<character isPlayer="false" flipX="false" x="150" y="360" antialiasing="false" scale="6" camx="100">
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<character isPlayer="false" flipX="false" x="150" y="360" antialiasing="false" scale="6" camx="100" camy="87">
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<anim name="idle" anim="Senpai Idle" fps="12" loop="false" x="0" y="0" />
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<!-- Offsets are actually multiplied by scale -->
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@@ -0,0 +1,16 @@
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import flixel.addons.effects.FlxTrail;
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var self = this;
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var trail:FlxTrail;
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function postCreate() {
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trail = new FlxTrail(self, null, 4, 24, 0.3, 0.069);
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}
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var toAdd:Bool = true; // Using this just to make sure
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function update(elpased) {
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if(toAdd) {
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toAdd = false;
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PlayState.instance.insert(PlayState.instance.members.indexOf(self), trail);
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disableScript();
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}
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}
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