* Winter Horrorland Linux Fix
* Fixed Winter Horrorland searching for char Monster-christmas (which technically doesn't exist on platforms other than windows due to capitalisation fuckery
* Winter Horrorland Linux Fix (Attempt 2)
* Fixed Winter Horrorland searching for char Monster-christmas (which technically doesn't exist on platforms other than windows due to capitalisation fuckery), this time using the original chart format.
* vanilla num1 update (#1)
* Updated vanilla num1 to match up with latest game update (Post-Vslice)
(FUNKIN ART STYLE)
* vanilla num1 update (#2)
* Updated vanilla num1 to match up with latest game update (Post-Vslice)
(PIXEL ART STYLE)
What was specifically done:
- Both sprite sheets have now the exact same characters, meaning there are none exclusive to only one sheet.
Bold alphabet in consequence gains multiplication (character-multiply), heart (character-heart) and angry faic (character-angryfaic).
Dialogue alphabet gains curly brackets, backtick and diacritics
- Numbers in dialogue alphabet have been adjusted to fit better with the whole set, though not redrawn because I did an efficient lazy method of expand fill with inset at 1.5 pixels
0's line inside itself has been redone though.
- Dialogue alphabet is 12 fps instead of 24 and the naming convention was changed to follow the one in the bold alphabet.
Due to not needing two different sets of sprites for diacritics, they don't have neither "-fill", nor "-outline" in their names.
- FLAs for alphabets have been updated.
* Event based dialogue handling
* better imo
* typo
* Small script example
new script by NexIsDumb
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Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>