-
Notifications
You must be signed in to change notification settings - Fork 0
Finish Milestone 2 #220
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Finish Milestone 2 #220
Conversation
* Now only escape and start close the popup (#166) Also added text to inform user of how to close the popup. Possible change: change text to statically say "Press Escape/Start to close" instead of having them be individually tied to keyboard and controller tabs. * Added messages for inaccessible inputs Also added better checking for inputs we don't have images for. --------- Co-authored-by: LifeHckr <jarodthereal@gmail.com>
* Changed text for 'Quit' Button to 'Quit Game' Changed the line in the translation file to make it more clear that the user will be quitting the game. Also changed the translation entry to reflect this * Fixed typo Changed quit game translation from japanese to chinese simplified * Reordered buttons Swapped position of quit game and quit to title * Update focus neighbors --------- Co-authored-by: Rmojarro1 <48000819+Rmojarro1@users.noreply.github.com>
* Smooth out end of battle Pause chart scrolling and tween fade last enemy(s) Allow audio to continue if it doesn't need to be stopped on battle end and chest open * Prototype score screen * Added money vars Saveable player money Enemies have a base money amount * Money implemented A player can gain money from battle TODO: Where to see current money TODO: What to use money on * Update inventory to show money
Added customizable progression in levels Added ability for some stages to only appear in certain y heights
* Beginnings of a tutorial TutorialSong, chart and battle Created necessary nodes and scenes Added first play to config * TUTORIAL Initial tutorial finished Initial tutorial flow finished Transitions out of tutorial finished Correctly updates config when finished * Adding end of tutorial impossible fight * Adjust input guide transparency * Add Tutorial Song to credits * Added button to go to Tutorial Button is only visible in How To Play when accessed from title screen Again fix placing notes at beat 0 * Added countdown into song start Added countdown for song start and unpause Added slight hack to improve arrow tween sync across full song loops * Implemented Tutorial impossible boss fight Added song attribution <3 Kevin MacLeod * Slowed down player loss
* Initial Enemy hp changes * General ~4x health and damage across the board In order to make notes feel more unique than the 1 damage they were initially dealing, I had to give them more unique values. Generally this means that I multiplied all the values by ~4. This includes player health, enemy health, player damage, and enemy damage. * massive quarter note buffs!!! * Player hp and relic balancing did not fix vinyl record double proccing boss effect * Changed riff wording to loop, updated vinyl record outline * Revert rewording Vinyl Record tooltip --------- Co-authored-by: LifeHckr <jarodthereal@gmail.com>
Rebalance player hp and damage taken
Actual tooltip text is handled in translation, keyed by name
Effigy no longer errors from taking damage from a null source The death message no longer plays multiple times
* Added loose change Also appears on the score screen as a flat addition to income * Refactor Loose Change increase display Add relic bonus directly into BattleScore Fix issue where battleend could be called multiple times Fix issue where min stage heights weren't being applied correctly * Added spiked shield * Added translations for previous relics * Added lucky dice * Added shortcut Possible fixes: - should maybe show on the map that the player has a charge of this relic - I don't know if the tooltip is strangely worded, maybe could use a change * updated to shortcut to work between saves * Refine Shortcut Logic This should be more elegant? Especially if we add any other sources of shortcuts. Only faulty aspect, is if we change values later, save files won't be accurate across versions, but whatever, because saves are readable text. * Added second pick * Added broken drumstick - need to make damage scale with what act the player is on * Added blood money --------- Co-authored-by: LifeHckr <jarodthereal@gmail.com>
* Update: Health Bar Color Attempt Changelog -> Flipped and adjusted the health gradient -> Health Bar now tints and eventually turns red when the bar is low. -> Needs more polish as tinting the color gradient isn't ideal. * Change HP Gradient By a Step Directly changing modulate for this causes issue with other modulate effects * Added HP Over and Under Sprites * Tweak Resource Uniqueness * Update HealthBar_Under.png * Added NPB Sprites --------- Co-authored-by: Quinn-Hub <56490493+Quinn-Hub@users.noreply.github.com>
* Simplify note owner This never needs to be in the constructor Added SetOwner function * Separate Adding Note logic Player notes now are sorted correctly Scaffolding AddConcurrentNote * Refactored placement to take advantage of sorting Consider this change experimental, not 100% sure the SpawnNotesAtBeat loop works exactly as intended. * Enemies can add concurrent notes Temperamental conditions Notes in the first visible parts of the chart have to be added on battle start, with a 1 loop offset Otherwise, they HAVE to be added OnLoop, with beatPos set and loop 0 They cannot overwrite player notes, will throw a completely safe warning * Implemented sample GWS note * Added Applying note types Any puppet can apply note types to base notes Limitations: Notes are only applied to notes that had EnemyBase. Notes can only be applied randomly. * Index OOB fix
* Added money note Deals no damage, but grants money based on timing * Added combo note
* Add GodotSteam & GodotSteamC#Bindings These are slightly modified according to the changes outlined in LauraWebdev/GodotSteam_CSharpBindings#43 * Initial Steam achievements! Added achievement for tutorial and boss 1 * Pause on Steam Overlay Open Ignore controller input Open pause menu in necessary scenes * Add support for emptyPockets & vampire achievements * Add Money and Notes Placed support Finishes steam integration for now --------- Co-authored-by: LifeHckr <jarodthereal@gmail.com>
* Update: Rough Draft of Credits Changelog -> Changed redirect to options menu scene to my "CreditsOptionTest" scene to represent how we can use the credits button in the options. -> Added functionality of entering and exiting the credits menu -> Made a rough draft of the credits menu * Update: Scrolling Credits Menu Changelog -> Added vertical scrolling and fadeout -> Reused assets to make a nice relaxing background. * Clean up credits scene and script --------- Co-authored-by: Quinn-Hub <56490493+Quinn-Hub@users.noreply.github.com>
* Add new wave shader It doesnt work yet * Added Correct Gradient resource to fill --------- Co-authored-by: Thomas Wessel <turpleturtle12@gmail.com>
* Created Event, Elite, and Shop Handling Created Elite stages MapArea and StageProducer should now be ready for new planned stages * Added Sprites Added Elite, Shop, and Event map icons Added money icon * Flipped Shop and Money sprites * Setting Up second area level Also tweaking cartographer camera scroll * Fix Effect Application Effects aren't placed at <= 0 hp Battle Director effectively handles false status application Battle director creates instances of status effects for each enemy, if multiple Renamed GetInstance for clarity * Added PFly effects PFly adds shield after death and from enemy note Updated GWS note icon for easier visibility * Added BossBlood Effects Extra damage on miss/ok and heal
* Update: Initial Draft of Shop Changelog -> Shop functionality seems to work fine. Needs update for visuals * Renovate Shop Reworked shop scene and script Made removal slightly portable, would like to eventually make it a separate menu to be reusable. * Add Shop transition * Minor cleanup Practice better null checking Adjust removal panel, decrease size of options section * Clear description after note removal --------- Co-authored-by: Quinn-Hub <56490493+Quinn-Hub@users.noreply.github.com>
* Event room added currently not accessible in the game, but can be tested through running the scene * added translations to event * Fix up EventScene Prep for eventual integration * Event outcomes added * First event added I don't see any reasons why this shouldn't work, but I haven't tested it * events now on the map, events now have prerequisites Hope you like Italian, I'm making spaghetti * 2 events, events now have self reference 🍝 Added parmesan to the spaghetti * Game now saves MaxComboBar, added field medic event We never actually needed to save MaxComboBar since energy drink was an onPickup effect. With this event, we now need to save the MaxComboBar value between sessions. Also adjusted event 2's translations and healing effect since I messed up both of those. * Finished event 2 Now no longer costs money to play. All spin odds are equal chance to occur. Wheel colors are synced to events, in case we decide to add art to each segment. 4 positive events, 2 negative events * async? more like not async if we have any events that have multiple different text outputs based on RNG we should set their initial output to "" * Refine event scene EventActions take EventScene as a node Conditions and actions can be null instead of holding a func point to () => true Handle continue button in scene instead of ContinuePressed * Fix Wheel event not resetting Events pull from a common reference, so modifying them modifies future uses. * Simplify EventScene Process Better handling different continue container for grab focus * Goodbye heathcliff cat, you will be missed Don't forget to RSVP to his funeral. --------- Co-authored-by: LifeHckr <jarodthereal@gmail.com>
* Added art for all relics * Added coupon * Added translations to coupon I always forget to do this. Chinese gamers probably hate me
Added a shop refresh function If needed this solution can be refined later.
We still have an issue with the 10th character resetting completely though and idk why
…215) * Added turtle boss * Added cyber fox * Add in the DIG Goblin (Called it gobbler after their team name) * Added Holograeme * Created an AutoPlay system * Added PlayerDisabled bool * Added Type to NoteHit event args * Fix occasional floating point imprecision Modulo in beat wrapping should be last operation * Add shape dudes * Added Spider Enemy * Added Squirkel * Added Elite Mushroom * Finished mk1 Holograeme fight * Add dll to gitignore * Remove temp Event Assets * Tweaked Events and Normal Battles selection Events and normal battles are pooled, so neither repeat until the pool has been exhausted. Added event pool and battle pool to save file. * Keythulu boss (#213) * Added boss Keythulu * Boss now uses mind crush instead of poison Mind Crush counts down every loop and does guaranteed 1000 dmg to target * Glam up GWS fight * Glam BossBlood Chart * Added mechanics to fox and turtle (#214) * Added dodge, dodge added to cyberfox Dodge: 50% chance to not take damage and remove a charge/stack * Update fly song Better loops, better mappings, what else could you want? * Added full reset debug button 0 on title screen * Adding LWS Enemy (#216) Co-authored-by: cornerloan <connorlowe21@gmail.com> Co-authored-by: LifeHckr <jarodthereal@gmail.com> Co-authored-by: Rmojarro1 <48000819+Rmojarro1@users.noreply.github.com> Co-authored-by: Connor Lowe <74088480+cornerloan@users.noreply.github.com> Co-authored-by: Quinn-Hub <56490493+Quinn-Hub@users.noreply.github.com>
* Playtest Prep Bug Fixes Fix EventScene not correctly using event pool Fix ShopScene losing focus after buying note or relic Make Debug Kill ignore mitigation effects * Added Scoring English Translations * Fix Export Issues * Corrected file names and file existence check Rename Spider.ogg * Fix Enemy Scenes Turtle(s) fixed Status containers moved up to be visible * Added New City Background Also some tag along scene updates * Fix focus issues Make sure scenes can regain focus if lost Rework shop items to make refreshing easier, and to readd old solution for getting next focus Change reward select to show disabled accept button when no selection is made * Moderately Improve Title Screen load time * Adjust Cartographer Camera * Adjust Translations and Wordings Tutorial text reduced. Max bar decreases are changed to say the bar fills faster. Bandage reworded to better indicate it is used, not that it needs to be use. * Update Chinese Translation Should get checked over by native speaker before launch. * Add Level Transition BG * Update README.md *Added Bandit Event sprite
|
Important Review skippedMore than 25% of the files skipped due to max files limit. The review is being skipped to prevent a low-quality review. 108 files out of 217 files are above the max files limit of 100. Please upgrade to Pro plan to get higher limits. You can disable this status message by setting the ✨ Finishing Touches
Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out. 🪧 TipsChatThere are 3 ways to chat with CodeRabbit:
SupportNeed help? Create a ticket on our support page for assistance with any issues or questions. Note: Be mindful of the bot's finite context window. It's strongly recommended to break down tasks such as reading entire modules into smaller chunks. For a focused discussion, use review comments to chat about specific files and their changes, instead of using the PR comments. CodeRabbit Commands (Invoked using PR comments)
Other keywords and placeholders
CodeRabbit Configuration File (
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Pull Request Overview
Adds music chart resources and import settings for new songs as part of Milestone 2
- Introduces
.tressong maps defining note timing and lane assignments for seven tracks - Adds or updates
.ogg.importconfigurations to set looping and metadata for audio files, including one UID update
Reviewed Changes
Copilot reviewed 511 out of 511 changed files in this pull request and generated 2 comments.
Show a summary per file
| File | Description |
|---|---|
| Audio/songMaps/Mushroom.tres | New note chart resource for "Mushroom" |
| Audio/songMaps/KeythuluSong.tres | New note chart resource for "KeythuluSong" |
| Audio/songMaps/HoloRepeat.tres | New note chart resource for "HoloRepeat" |
| Audio/songMaps/Gobbler.tres | New note chart resource for "Gobbler" |
| Audio/songMaps/FrostWaltz.tres | New note chart resource for "FrostWaltz" |
| Audio/songMaps/EcholaneSong.tres | New note chart resource for "EcholaneSong" |
| Audio/songMaps/CyberFoxSong.tres | New note chart resource for "CyberFoxSong" |
| Audio/*.ogg.import | New import presets for all added audio assets |
| Audio/Song2.ogg.import | Updated UID in import settings |
Comments suppressed due to low confidence (2)
Audio/songMaps/Mushroom.tres:78
- These new song maps involve critical timing and lane logic. Consider adding automated tests to validate that
UpLaneData,DownLaneData, etc., match expected beat order and contain no duplicate or missing entries.
UpLaneData = Array[ExtResource("1_n1l5w")]([SubResource("Resource_ymucf"), SubResource("Resource_bmgju"), SubResource("Resource_sosma"), SubResource("Resource_3retf")])
Audio/Song2.ogg.import:5
- The importer UID was changed without regenerating the file hash in the path. Verify that the new UID matches the actual imported file to avoid broken references.
uid="uid://bv7lgo2e8wu2j"
| UpLaneData = [SubResource("Resource_rclq0"), SubResource("Resource_d15sy"), SubResource("Resource_xylpo"), SubResource("Resource_c4e5y"), SubResource("Resource_7lbis"), SubResource("Resource_8usgo")] | ||
| DownLaneData = [SubResource("Resource_wxfu7"), SubResource("Resource_cjafy"), SubResource("Resource_jdotv"), SubResource("Resource_per1x"), SubResource("Resource_lw4uc"), SubResource("Resource_nxcmx")] | ||
| LeftLaneData = [SubResource("Resource_x0uap"), SubResource("Resource_1m0i6"), SubResource("Resource_1mpgo"), SubResource("Resource_iuho0"), SubResource("Resource_uj1b6"), SubResource("Resource_fi760")] | ||
| RightLaneData = [SubResource("Resource_1fc0d"), SubResource("Resource_0vl64"), SubResource("Resource_j64im"), SubResource("Resource_t15ay"), SubResource("Resource_v3dna"), SubResource("Resource_8lcjo")] |
Copilot
AI
May 19, 2025
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
[nitpick] Array assignments use the shorthand [...] here but the other charts use explicit Array[ExtResource(...)]([...]). Consider unifying to the same syntax for consistency and readability.
| UpLaneData = [SubResource("Resource_rclq0"), SubResource("Resource_d15sy"), SubResource("Resource_xylpo"), SubResource("Resource_c4e5y"), SubResource("Resource_7lbis"), SubResource("Resource_8usgo")] | |
| DownLaneData = [SubResource("Resource_wxfu7"), SubResource("Resource_cjafy"), SubResource("Resource_jdotv"), SubResource("Resource_per1x"), SubResource("Resource_lw4uc"), SubResource("Resource_nxcmx")] | |
| LeftLaneData = [SubResource("Resource_x0uap"), SubResource("Resource_1m0i6"), SubResource("Resource_1mpgo"), SubResource("Resource_iuho0"), SubResource("Resource_uj1b6"), SubResource("Resource_fi760")] | |
| RightLaneData = [SubResource("Resource_1fc0d"), SubResource("Resource_0vl64"), SubResource("Resource_j64im"), SubResource("Resource_t15ay"), SubResource("Resource_v3dna"), SubResource("Resource_8lcjo")] | |
| UpLaneData = Array[SubResource]([SubResource("Resource_rclq0"), SubResource("Resource_d15sy"), SubResource("Resource_xylpo"), SubResource("Resource_c4e5y"), SubResource("Resource_7lbis"), SubResource("Resource_8usgo")]) | |
| DownLaneData = Array[SubResource]([SubResource("Resource_wxfu7"), SubResource("Resource_cjafy"), SubResource("Resource_jdotv"), SubResource("Resource_per1x"), SubResource("Resource_lw4uc"), SubResource("Resource_nxcmx")]) | |
| LeftLaneData = Array[SubResource]([SubResource("Resource_x0uap"), SubResource("Resource_1m0i6"), SubResource("Resource_1mpgo"), SubResource("Resource_iuho0"), SubResource("Resource_uj1b6"), SubResource("Resource_fi760")]) | |
| RightLaneData = Array[SubResource]([SubResource("Resource_1fc0d"), SubResource("Resource_0vl64"), SubResource("Resource_j64im"), SubResource("Resource_t15ay"), SubResource("Resource_v3dna"), SubResource("Resource_8lcjo")]) |
| [params] | ||
|
|
||
| loop=false | ||
| loop_offset=0 |
Copilot
AI
May 19, 2025
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
[nitpick] Other import files use a float literal for loop_offset (e.g., 0.0). For consistency, consider using 0.0 here as well.
| loop_offset=0 | |
| loop_offset=0.0 |
LifeHckr
left a comment
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I'm not gonna go through 24k+ lines of code, since github is crashing trying to load it anyways, hope its all good!
No description provided.