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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Ne_Eo
lunarcleint
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a71a02ea94
commit
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@@ -53,12 +53,4 @@ function focusOn(char) {
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var camPos = char.getCameraPosition();
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game.camFollow.setPosition(camPos.x, camPos.y);
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camPos.put();
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}
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function update(elapsed:Float) {
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lipSync(tankTalk);
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}
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function lipSync(sound:FlxSound) {
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tankman.animateAtlas.anim.curFrame = Std.int(tankman.animateAtlas.anim.length / (sound.length-1) * sound.time);
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}
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