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Add more stuff from the OG game and more PART 1 (#228)
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* 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 <[email protected]>

* 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 <[email protected]>

---------

Co-authored-by: Ne_Eo <[email protected]>
Co-authored-by: lunarcleint <[email protected]>
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3 people authored Feb 4, 2024
1 parent a71a02e commit 6e23da8
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4 changes: 1 addition & 3 deletions README.md
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### Mods created with alpha versions of Codename may not be compatible with the release version
Known issues in the alpha:
- Some options are missing
- Week 5 has no monster animation
- Week 6 still has no dialogue
- Week 7 has no running tankman
- Week 6 still have no dialogue

Build instructions are below. Press TAB on the main menu to switch mods.

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2 changes: 1 addition & 1 deletion assets/data/characters/bf-christmas.xml
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@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-character>
<character isPlayer="true" flipX="true" x="0" y="350" icon="bf">
<character isPlayer="true" flipX="true" x="0" y="350" icon="bf" camy="55">
<anim name="idle" anim="BF idle dance" fps="24" loop="false" x="-5" y="0"/>
<anim name="singUP" anim="BF NOTE UP0" fps="24" loop="false" x="-29" y="27"/>
<anim name="singLEFT" anim="BF NOTE LEFT0" fps="24" loop="false" x="12" y="-6"/>
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2 changes: 1 addition & 1 deletion assets/data/characters/bf-holding-gf.xml
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Expand Up @@ -9,5 +9,5 @@
<anim name="singLEFTmiss" anim="BF NOTE LEFT MISS" fps="24" loop="false" x="12" y="7"/>
<anim name="singRIGHTmiss" anim="BF NOTE RIGHT MISS" fps="24" loop="false" x="-41" y="23"/>
<anim name="singDOWNmiss" anim="BF NOTE DOWN MISS" fps="24" loop="false" x="-10" y="-10"/>
<anim name="bfCatch" anim="BF catches GF" fps="24" loop="false" x="0" y="0"/>
<anim name="bfCatch" anim="BF catches GF" fps="24" loop="false" x="6" y="88"/>
</character>
2 changes: 1 addition & 1 deletion assets/data/characters/bf-pixel.xml
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@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-character>
<character isPlayer="true" flipX="true" x="200" y="570" antialiasing="false" scale="6" camx="-200" camy="-20" gameOverChar="bf-pixel-dead">
<character isPlayer="true" flipX="true" x="200" y="570" antialiasing="false" scale="6" gameOverChar="bf-pixel-dead">
<anim name="idle" anim="BF IDLE" fps="24" loop="false" x="0" y="0" />

<!-- Offsets are actually multiplied by scale -->
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2 changes: 1 addition & 1 deletion assets/data/characters/pico-speakers.xml
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@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-character>
<character isPlayer="false" flipX="false" icon="pico" x="-50" y="-120" camx="195" camy="365">
<character isPlayer="false" flipX="false" icon="pico" x="115" y="-85" camx="195" camy="360">
<!-- Left Animations -->
<anim name="shoot1" anim="Pico shoot 1" fps="24" loop="false" indices="0,1,2,3" />
<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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16 changes: 7 additions & 9 deletions assets/data/characters/senpai-angry.xml
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@@ -1,10 +1,8 @@
<!DOCTYPE codename-engine-character>
<character sprite="senpai" isPlayer="false" flipX="false" x="150" y="360" antialiasing="false" scale="6" icon="senpai" camx="100">
<anim name="idle" anim="Angry Senpai Idle" fps="24" loop="false" x="0" y="0" />

<!-- Offsets are actually multiplied by scale -->
<anim name="singLEFT" anim="Angry Senpai LEFT NOTE" fps="24" loop="false" x="7" y="0" />
<anim name="singDOWN" anim="Angry Senpai DOWN NOTE" fps="24" loop="false" x="2" y="0" />
<anim name="singUP" anim="Angry Senpai UP NOTE" fps="24" loop="false" x="1" y="6" />
<anim name="singRIGHT" anim="Angry Senpai RIGHT NOTE" fps="24" loop="false" x="0" y="0" />
</character>
<character x="150" icon="senpai" camx="100" y="360" isGF="false" scale="6" camy="87" isPlayer="false" antialiasing="false" sprite="senpai">
<anim x="0" loop="false" y="0" fps="24" anim="Angry Senpai Idle" name="idle"/>
<anim x="4" loop="false" y="1" fps="24" anim="Angry Senpai LEFT NOTE" name="singLEFT"/>
<anim x="2" loop="false" y="0" fps="24" anim="Angry Senpai DOWN NOTE" name="singDOWN"/>
<anim x="1" loop="false" y="6" fps="24" anim="Angry Senpai UP NOTE" name="singUP"/>
<anim x="0" loop="false" y="0" fps="24" anim="Angry Senpai RIGHT NOTE" name="singRIGHT"/>
</character>
2 changes: 1 addition & 1 deletion assets/data/characters/senpai.xml
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@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-character>
<character isPlayer="false" flipX="false" x="150" y="360" antialiasing="false" scale="6" camx="100">
<character isPlayer="false" flipX="false" x="150" y="360" antialiasing="false" scale="6" camx="100" camy="87">
<anim name="idle" anim="Senpai Idle" fps="12" loop="false" x="0" y="0" />

<!-- Offsets are actually multiplied by scale -->
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16 changes: 16 additions & 0 deletions assets/data/characters/spirit.hx
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@@ -0,0 +1,16 @@
import flixel.addons.effects.FlxTrail;

var self = this;
var trail:FlxTrail;
function postCreate() {
trail = new FlxTrail(self, null, 4, 24, 0.3, 0.069);
}

var toAdd:Bool = true; // Using this just to make sure
function update(elpased) {
if(toAdd) {
toAdd = false;
PlayState.instance.insert(PlayState.instance.members.indexOf(self), trail);
disableScript();
}
}
10 changes: 5 additions & 5 deletions assets/data/stages/limo.xml
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Expand Up @@ -7,23 +7,23 @@
<!-- ONLY FOR INSTANCES WITH LOW MEMORY MODE DISABLED -->
<high-memory>
<!-- DANCERS !-->
<sprite name="dancer1" x="130" y="80" sprite="limoDancer" scroll="0.4" zoomfactor="0.55">
<sprite name="dancer1" x="130" y="80" sprite="limoDancer" scroll="0.4" zoomfactor="0.55" type="onbeat">
<anim name="danceLeft" anim="bg dancer sketch PINK" loop="false" indices="0,1,2,3,4,5,6,7,8,9,10,11,12,13,14" />
<anim name="danceRight" anim="bg dancer sketch PINK" loop="false" indices="15,16,17,18,19,20,21,22,23,24,25,26,27,28,29" />
</sprite>
<sprite name="dancer2" x="500" y="80" sprite="limoDancer" scroll="0.4" zoomfactor="0.55">
<sprite name="dancer2" x="500" y="80" sprite="limoDancer" scroll="0.4" zoomfactor="0.55" type="onbeat">
<anim name="danceLeft" anim="bg dancer sketch PINK" loop="false" indices="0,1,2,3,4,5,6,7,8,9,10,11,12,13,14" />
<anim name="danceRight" anim="bg dancer sketch PINK" loop="false" indices="15,16,17,18,19,20,21,22,23,24,25,26,27,28,29" />
</sprite>
<sprite name="dancer3" x="870" y="80" sprite="limoDancer" scroll="0.4" zoomfactor="0.55">
<sprite name="dancer3" x="870" y="80" sprite="limoDancer" scroll="0.4" zoomfactor="0.55" type="onbeat">
<anim name="danceLeft" anim="bg dancer sketch PINK" loop="false" indices="0,1,2,3,4,5,6,7,8,9,10,11,12,13,14" />
<anim name="danceRight" anim="bg dancer sketch PINK" loop="false" indices="15,16,17,18,19,20,21,22,23,24,25,26,27,28,29" />
</sprite>
<sprite name="dancer4" x="1240" y="80" sprite="limoDancer" scroll="0.4" zoomfactor="0.55">
<sprite name="dancer4" x="1240" y="80" sprite="limoDancer" scroll="0.4" zoomfactor="0.55" type="onbeat">
<anim name="danceLeft" anim="bg dancer sketch PINK" loop="false" indices="0,1,2,3,4,5,6,7,8,9,10,11,12,13,14" />
<anim name="danceRight" anim="bg dancer sketch PINK" loop="false" indices="15,16,17,18,19,20,21,22,23,24,25,26,27,28,29" />
</sprite>
<sprite name="dancer5" x="1610" y="80" sprite="limoDancer" scroll="0.4" zoomfactor="0.55">
<sprite name="dancer5" x="1610" y="80" sprite="limoDancer" scroll="0.4" zoomfactor="0.55" type="onbeat">
<anim name="danceLeft" anim="bg dancer sketch PINK" loop="false" indices="0,1,2,3,4,5,6,7,8,9,10,11,12,13,14" />
<anim name="danceRight" anim="bg dancer sketch PINK" loop="false" indices="15,16,17,18,19,20,21,22,23,24,25,26,27,28,29" />
</sprite>
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24 changes: 24 additions & 0 deletions assets/data/stages/mall-evil.hx
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@@ -0,0 +1,24 @@
var idk:CustomShader = null;
function create() {
if(!Options.gameplayShaders) {
disableScript();
return;
}

idk = new CustomShader('coloredVignette');
idk.color = [1, 0, 0];
camGame.addShader(idk);
}

var adder:Int = 0;
function postUpdate(elapsed:Float) { // Doing it like this so at least the red bump doesnt look too much instant
var toAdd:Int = lerp(adder, 0, elapsed);
idk.amount = camGame.zoom * camHUD.zoom + toAdd;
idk.strength = (camGame.zoom - camHUD.zoom + toAdd) * 5;
if(adder > 0) adder -= 0.0001 * camZoomingStrength;
}

function beatHit() {
if(Options.camZoomOnBeat && camZooming && FlxG.camera.zoom < maxCamZoom && curBeat % camZoomingInterval == 0)
adder = 0.05 * camZoomingStrength;
}
7 changes: 4 additions & 3 deletions assets/data/stages/mall.xml
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Expand Up @@ -3,17 +3,18 @@
<sprite name="bg" x="-1000" y="-500" sprite="bgWalls" scroll="0.2"/>

<high-memory>
<sprite name="upperBoppers" x="-240" y="-90" sprite="upperBop" scroll="0.2" />
<sprite name="upperBoppers" x="-240" y="-90" sprite="upperBop" scroll="0.2" type="onbeat"/>
</high-memory>
<sprite name="bgEscalator" x="-1100" y="-600" sprite="bgEscalator" scroll="0.3" scale="0.9" updateHitbox="true"/>
<sprite name="tree" x="370" y="-250" sprite="christmasTree" scroll="0.4"/>
<sprite name="bottomBoppers" x="-300" y="140" sprite="bottomBop" scroll="0.9"/>
<sprite name="bottomBoppers" x="-300" y="140" sprite="bottomBop" scroll="0.9" type="onbeat" />
<sprite name="fgSnow" x="-600" y="700" sprite="fgSnow"/>

<high-memory>
<sprite name="santa" x="-840" y="150" sprite="santa"/>
<sprite name="santa" x="-840" y="150" sprite="santa" type="onbeat"/>
</high-memory>


<girlfriend />
<dad />
<boyfriend x="870" camyoffset="-200"/>
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1 change: 1 addition & 0 deletions assets/data/stages/philly.hx
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Expand Up @@ -19,6 +19,7 @@ var trainCooldown:Int = 0;

function create() {
// defaultCamZoom = 0.5;
phillyTrain.moves = true; // Def value false in funkinsprite
light.color = colors[curColor];
trainSound = FlxG.sound.load(Paths.sound("train_passes"));
}
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5 changes: 5 additions & 0 deletions assets/data/stages/school-evil.hx
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@@ -1,4 +1,9 @@
function create() {
importScript("data/scripts/pixel");
isSpooky = true;

// Make transition work between school types
if(PlayState.smoothTransitionData?.stage == "school") PlayState.smoothTransitionData.stage = curStage;

disableScript();
}
10 changes: 6 additions & 4 deletions assets/data/stages/school.xml
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@@ -1,5 +1,5 @@
<!DOCTYPE codename-engine-stage>
<stage zoom="1" folder="stages/school/" >
<stage zoom="1" folder="stages/school/">
<sprite name="bgSky" x="-12" y="0" sprite="weebSky"
antialiasing="false" scale="6" scroll="0.1" updateHitbox="true"/>

Expand All @@ -11,10 +11,12 @@


<sprite name="fgTrees" x="-30" y="130" sprite="weebTreesBack"
antialiasing="false" scale="4.8" scroll="0.9" updateHitbox="true" type="loop"/>
antialiasing="false" scale="4.797" scroll="0.9" updateHitbox="true" type="loop"/>

<sprite name="bgTrees" x="-1180" y="-1600" sprite="weebTrees"
antialiasing="false" scale="8.4" scroll="0.85" updateHitbox="true" type="loop"/>
<sprite name="bgTrees" x="-590" y="-800" sprite="weebTrees" antialiasing="false" scale="5.102" scroll="0.85" updateHitbox="true" type="loop">
<!-- Frame 19 isnt used in og -->
<anim name="trees" anim="trees" indices="0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19" fps="12" loop="true"/>
</sprite>

<high-memory>
<sprite name="treeLeaves" x="-200" y="-40" sprite="petals"
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7 changes: 7 additions & 0 deletions assets/data/stages/tank.hx
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Expand Up @@ -6,4 +6,11 @@ function update(elapsed:Float) {
tankRolling.angle = tankAngle - 90 + 15;
tankRolling.x = 400 + (1500 * Math.cos(Math.PI / 180 * (1 * tankAngle + 180)));
tankRolling.y = 1300 + (1100 * Math.sin(Math.PI / 180 * (1 * tankAngle + 180)));
}

function onPostCountdown(event) {
if(!playCutscenes || event.sprite == null) return;
var lastIndex:Int = members.indexOf(event.sprite);
remove(event.sprite);
insert(lastIndex + 4, event.sprite);
}
14 changes: 7 additions & 7 deletions assets/data/stages/tank.xml
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Expand Up @@ -15,7 +15,7 @@
<high-memory>
<sprite name="smokeLeft" x="-200" y="-100" sprite="smokeLeft" scroll="0.4" zoomfactor="0.6"/>
<sprite name="smokeRight" x="1100" y="-100" sprite="smokeRight" scroll="0.4" zoomfactor="0.6"/>
<sprite name="tankWatchtower" x="100" y="50" sprite="tankWatchtower" scroll="0.5" onBeat="true" zoomfactor="0.7"/>
<sprite name="tankWatchtower" x="100" y="50" sprite="tankWatchtower" scroll="0.5" type="onbeat" beatInterval="2" zoomfactor="0.7"/>
</high-memory>
<sprite name="tankRolling" x="300" y="300" sprite="tankRolling" scroll="0.5" zoomfactor="0.8" type="loop"/>
<sprite name="tankGround" x="-420" y="-150" sprite="tankGround" scale="1.15" updateHitbox="true" zoomfactor="1.0"/>
Expand All @@ -28,11 +28,11 @@
<!-- FOREGROUND TANKMANS -->

<high-memory>
<sprite name="tank0" x="-500" y="650" sprite="tank0" scrollx="1.7" scrolly="1.5" onBeat="true" zoomfactor="1.25"/>
<sprite name="tank1" x="-300" y="750" sprite="tank1" scrollx="2" scrolly="0.2" onBeat="true" zoomfactor="1.25"/>
<sprite name="tank2" x="450" y="940" sprite="tank2" scroll="1.5" onBeat="true" zoomfactor="1.25"/>
<sprite name="tank4" x="1300" y="900" sprite="tank4" scroll="1.5" onBeat="true" zoomfactor="1.25"/>
<sprite name="tank5" x="1620" y="700" sprite="tank5" scroll="1.5" onBeat="true" zoomfactor="1.25"/>
<sprite name="tank3" x="1300" y="1200" sprite="tank3" scrollx="3.5" scrolly="2.5" onBeat="true" zoomfactor="1.25"/>
<sprite name="tank0" x="-500" y="650" sprite="tank0" scrollx="1.7" scrolly="1.5" type="onbeat" beatInterval="2" zoomfactor="1.25"/>
<sprite name="tank1" x="-300" y="750" sprite="tank1" scrollx="2" scrolly="0.2" type="onbeat" beatInterval="2" zoomfactor="1.25"/>
<sprite name="tank2" x="450" y="940" sprite="tank2" scroll="1.5" type="onbeat" beatInterval="2" zoomfactor="1.25"/>
<sprite name="tank4" x="1300" y="900" sprite="tank4" scroll="1.5" type="onbeat" beatInterval="2" zoomfactor="1.25"/>
<sprite name="tank5" x="1620" y="700" sprite="tank5" scroll="1.5" type="onbeat" beatInterval="2" zoomfactor="1.25"/>
<sprite name="tank3" x="1300" y="1200" sprite="tank3" scrollx="3.5" scrolly="2.5" type="onbeat" beatInterval="2" zoomfactor="1.25"/>
</high-memory>
</stage>
2 changes: 1 addition & 1 deletion assets/data/weeks/weeks/week5.xml
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Expand Up @@ -2,5 +2,5 @@
<week name="RED SNOW" chars="parents-christmas,bf,gf" sprite="week5">
<song>Cocoa</song>
<song>Eggnog</song>
<song>Winter Horrorland</song>
<song hide="true">Winter Horrorland</song>
</week>
Binary file added assets/images/game/cutscenes/weeb/senpaiCrazy.png
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