Undertale, Hopes and Dreams, aka I got too much free time

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  • Jousway
    FFR Player
    • Jun 2009
    • 867

    #1

    Undertale, Hopes and Dreams, aka I got too much free time

    been working on this, what do you guys think, shall I continue it or scrap it, as in is it good enough to finish it

    Its not a bug its a FEATURE!



  • Charu
    Snivy! Dohoho!
    FFR Simfile Author
    • Mar 2006
    • 6161

    #2
    Re: Undertale, Hopes and Dreams, aka I got too much free time

    I was thinking about a cool mod file that you could do some janky weird stuff for "Your best Nightmare".

    I think that would make an interesting mod chart, dohoho.
    Last edited by Charu; 11-16-2015, 02:40 PM.


    Originally posted by JohnRedWolf87
    Charu the red-nosed Snivy
    Had a very shiny nose
    And if you ever saw it
    You could even say it glows

    All of the other Snivies
    Used to laugh and call him names
    They never let poor Charu
    Join in any Snivy games

    (Click the arrow to see the rest)


    Originally posted by Vendetta21
    All in all I would say that Charu not only won this game, his play made me reconsider how I play it.

    Comment

    • NeoMasterPie
      Forum User
      • Jul 2007
      • 1405

      #3
      Re: Undertale, Hopes and Dreams, aka I got too much free time

      undermania

      Comment

      • Jousway
        FFR Player
        • Jun 2009
        • 867

        #4
        Re: Undertale, Hopes and Dreams, aka I got too much free time

        Originally posted by neomasterpie
        undermania
        yeah boiiiiiiiiiiiiiii
        Its not a bug its a FEATURE!



        Comment

        • kommisar
          Dark Chancellor
          FFR Simfile Author
          FFR Music Producer
          • Jun 2005
          • 7328

          #5
          Re: Undertale, Hopes and Dreams, aka I got too much free time

          haha awesome. after I saw taronuke's megalovania file i wondered if this would happen

          Comment

          • roundbox
            fhqwhgads
            • Feb 2005
            • 2030

            #6
            Re: Undertale, Hopes and Dreams, aka I got too much free time

            at this rate the whole OST will be stepped
            and there's absolutely zero problem with that
            Originally posted by the sun fan
            I'd be too tiny to be a bouncer



            Comment

            • Charu
              Snivy! Dohoho!
              FFR Simfile Author
              • Mar 2006
              • 6161

              #7
              Re: Undertale, Hopes and Dreams, aka I got too much free time

              I'm currently working on "Bring it in Guys!"

              lmao... it's probably just gonna sit in my folders like the others. Might share it when I finish it.


              Originally posted by JohnRedWolf87
              Charu the red-nosed Snivy
              Had a very shiny nose
              And if you ever saw it
              You could even say it glows

              All of the other Snivies
              Used to laugh and call him names
              They never let poor Charu
              Join in any Snivy games

              (Click the arrow to see the rest)


              Originally posted by Vendetta21
              All in all I would say that Charu not only won this game, his play made me reconsider how I play it.

              Comment

              • YoshL
                Celestial Harbor
                FFR Simfile Author
                FFR Music Producer
                • Aug 2008
                • 6156

                #8
                Re: Undertale, Hopes and Dreams, aka I got too much free time

                i can help out if course mod stuff needs to help happen lol


                Originally posted by Charu
                Only yours, for an easy price of $19.99! You too can experience the wonders of full motion rump sticking.

                Comment

                • shenjoku
                  Wubalubadubdub
                  • May 2005
                  • 1697

                  #9
                  Re: Undertale, Hopes and Dreams, aka I got too much free time

                  Hah, that's cool. I'd say keep it up
                  boop

                  Comment

                  • gold stinger
                    Signature Extraordinare~~
                    Event Staff
                    Game Manager
                    FFR Simfile Author
                    FFR Music Producer
                    • Jan 2007
                    • 6428

                    #10
                    Re: Undertale, Hopes and Dreams, aka I got too much free time

                    Still can't get over how we have Toby permissions in the first place how in the hell did that happen
                    Originally posted by YoshL
                    butts.


                    - Tosh 2014






                    Comment

                    • DissonantMuse
                      FFR Veteran
                      • Oct 2010
                      • 756

                      #11
                      Re: Undertale, Hopes and Dreams, aka I got too much free time

                      Definitely my favorite track in the game, I say go for it!

                      Comment

                      • YoshL
                        Celestial Harbor
                        FFR Simfile Author
                        FFR Music Producer
                        • Aug 2008
                        • 6156

                        #12
                        Re: Undertale, Hopes and Dreams, aka I got too much free time

                        Originally posted by gold stinger
                        Still can't get over how we have Toby permissions in the first place how in the hell did that happen
                        you're welcome



                        Originally posted by Charu
                        Only yours, for an easy price of $19.99! You too can experience the wonders of full motion rump sticking.

                        Comment

                        • Jousway
                          FFR Player
                          • Jun 2009
                          • 867

                          #13
                          Re: Undertale, Hopes and Dreams, aka I got too much free time

                          Originally posted by YoshL
                          i can help out if course mod stuff needs to help happen lol
                          tnx for the offer but I'ma make it my own way with my horrible code, it doesnt use a course file, its all being done in the background.lua

                          Code:
                          songdir = GAMESTATE:GetCurrentSong():GetSongDir();
                          optionsp1 = GAMESTATE:GetPlayerState(PLAYER_1):GetPlayerOptionsString("ModsLevel_Preferred");
                          
                          return Def.ActorFrame{
                          
                          	-- this is the commands it does based on time
                          	OnCommand=function(self)
                          		-- Initial D
                          		GAMESTATE:GetPlayerState(PLAYER_1):SetPlayerOptions('ModsLevel_Preferred', optionsp1 .. ",no reverse,no split");
                          		if GAMESTATE:IsHumanPlayer(PLAYER_1) then
                          			base1 = SCREENMAN:GetTopScreen():GetChild('PlayerP1'):GetX();
                          		end;
                          		if GAMESTATE:IsHumanPlayer(PLAYER_2) then
                          			base2 = SCREENMAN:GetTopScreen():GetChild('PlayerP2'):GetX();
                          		end;
                          		-- Load the repeater
                          		self:queuecommand("next1");
                          		idle2 = false;
                          		Bstart = false;
                          		attack = false
                          		idle1 = true;
                          		show = false;
                          		self:sleep(29.50);
                          		-- stop swinging up and down and do left and right instead
                          		self:queuecommand("B");
                          		self:queuecommand("next1");
                          	end; BCommand=function(self)
                          		idle2 = true; 
                          		idle1 = false;
                          		self:sleep(4.50);
                          		-- pre lightning attack with dialog
                          		self:queuecommand("C");
                          		self:queuecommand("next1");
                          	end; CCommand=function(self)
                          		idle2 = false;
                          		attackL = true
                          		self:queuecommand("Shake"); -- shake head
                          		self:sleep(5);
                          		-- Lightning attack
                          		self:queuecommand("D");
                          	end; DCommand=function(self)
                          		GAMESTATE:GetPlayerState(PLAYER_1):SetPlayerOptions('ModsLevel_Preferred', optionsp1 .. ",reverse");
                          		if GAMESTATE:IsHumanPlayer(PLAYER_1) then
                          			SCREENMAN:GetTopScreen():GetChild('PlayerP1'):x(SCREEN_CENTER_X);
                          			if GAMESTATE:IsHumanPlayer(PLAYER_2) then
                          				SCREENMAN:GetTopScreen():GetChild('PlayerP2'):x(-999);
                          			end;
                          		else
                          			SCREENMAN:GetTopScreen():GetChild('PlayerP2'):x(SCREEN_CENTER_X);
                          		end;
                          		self:sleep(3);
                          		-- End lightning attack
                          		self:queuecommand("E");
                          	end; ECommand=function(self)
                          		GAMESTATE:GetPlayerState(PLAYER_1):SetPlayerOptions('ModsLevel_Preferred', optionsp1 .. ",no reverse");
                          		if GAMESTATE:IsHumanPlayer(PLAYER_1) then
                          			SCREENMAN:GetTopScreen():GetChild('PlayerP1'):x(base1);
                          		end;
                          		if GAMESTATE:IsHumanPlayer(PLAYER_2) then
                          			SCREENMAN:GetTopScreen():GetChild('PlayerP2'):x(base2);
                          		end;
                          		show = true;
                          		Bstart = false;
                          		self:sleep(5.50);
                          		-- star attack with dialog
                          		self:queuecommand("F");
                          		self:queuecommand("next1");
                          		self:queuecommand("Stage2"); --Load Second Dialog
                          	end; FCommand=function(self)
                          		idle2 = false;
                          		attackS = true
                          		self:queuecommand("Smug"); -- smug face
                          		self:sleep(5);
                          		-- Star Attack
                          		self:queuecommand("G");
                          	end; GCommand=function(self)
                          		GAMESTATE:GetPlayerState(PLAYER_1):SetPlayerOptions('ModsLevel_Preferred', optionsp1 .. ",split,reverse");
                          		if GAMESTATE:IsHumanPlayer(PLAYER_1) then
                          			SCREENMAN:GetTopScreen():GetChild('PlayerP1'):x(SCREEN_CENTER_X);
                          			if GAMESTATE:IsHumanPlayer(PLAYER_2) then
                          				SCREENMAN:GetTopScreen():GetChild('PlayerP2'):x(-999);
                          			end;
                          		else
                          			SCREENMAN:GetTopScreen():GetChild('PlayerP2'):x(SCREEN_CENTER_X);
                          		end;
                          		self:sleep(8);
                          		-- End Star Attack
                          		self:queuecommand("H");
                          	end; HCommand=function(self)
                          		GAMESTATE:GetPlayerState(PLAYER_1):SetPlayerOptions('ModsLevel_Preferred', optionsp1 .. ",no split,no reverse");
                          		if GAMESTATE:IsHumanPlayer(PLAYER_1) then
                          			SCREENMAN:GetTopScreen():GetChild('PlayerP1'):x(base1);
                          		end;
                          		if GAMESTATE:IsHumanPlayer(PLAYER_2) then
                          			SCREENMAN:GetTopScreen():GetChild('PlayerP2'):x(base2);
                          		end;
                          		show = true;
                          		Bstart = false;
                          		self:sleep(6);
                          		-- Sword attack with dialog
                          		self:queuecommand("I");
                          		self:queuecommand("next1");
                          		self:queuecommand("Stage3"); --Load ThirdDialog
                          	end; ICommand=function(self)
                          		idle2 = false;
                          		attackSW = true
                          		self:queuecommand("Smug"); -- smug face
                          		self:sleep(5);
                          		-- Sword Attack
                          		self:queuecommand("J");
                          	end; JCommand=function(self)
                          		self:sleep(8);
                          		-- End Sword Attack
                          		self:queuecommand("K");
                          	end; KCommand=function(self)
                          		show = true;
                          		Bstart = false;
                          	end;
                          	
                          	
                          	
                          	
                          	
                          	
                          	-- repeat command
                          	-- I know this is a terrible system but it works
                          	
                          	Def.ActorFrame{
                          		next1Command=function(self)		
                          			self:stoptweening();
                          			if idle2 then
                          				if Bstart then
                          					self:queuecommand("Bounce1");
                          					self:queuecommand("Bounce2");
                          					self:sleep(2);
                          					self:queuecommand("Bounce2");
                          					self:sleep(2);
                          					self:queuecommand("next1");
                          				else
                          					self:queuecommand("Bstart1");
                          					self:queuecommand("Bstart2");
                          					Bstart = true;
                          					self:sleep(2);
                          					self:queuecommand("next1");
                          				end;
                          			elseif idle1 then
                          				self:queuecommand("Bounce3");
                          				self:sleep(2);
                          				self:queuecommand("next1");
                          			elseif attackL then
                          				self:queuecommand("Attack");
                          				self:queuecommand("AttackL");
                          				self:sleep(3);
                          				attackL = false;
                          				self:queuecommand("next1");
                          			elseif attackS then
                          				self:queuecommand("Attack");
                          				self:queuecommand("AttackS");
                          				self:sleep(3);
                          				attackS = false;
                          				self:queuecommand("next1");
                          			elseif attackSW then
                          				self:queuecommand("Attack");
                          				self:queuecommand("AttackS");
                          				self:sleep(3);
                          				attackSW = false;
                          				self:queuecommand("next1");
                          			elseif show then
                          				self:queuecommand("Show");
                          				self:sleep(0.5);
                          				idle2 = true;
                          				show = false;
                          				self:queuecommand("next1");
                          			else
                          				self:sleep(0.1);
                          				self:queuecommand("next1");
                          			end;
                          		end;
                          		
                          		
                          		
                          		
                          		
                          		
                          		-- background animated
                          		LoadActor("background.png")..{
                          			OnCommand=cmd(zoomy,-1;x,SCREEN_RIGHT;y,SCREEN_CENTER_Y;texcoordvelocity,-1,0;fadeleft,1;diffuse,0,0,0,0;sleep,29.50;linear,1;diffuse,1,1,1,1;rainbow);
                          		};
                          		Def.Quad {
                          			OnCommand=cmd(diffuse,1,1,1,0;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;scaletoclipped,SCREEN_WIDTH,SCREEN_HEIGHT;sleep,29;linear,1;diffuse,1,1,1,1;linear,0.5;diffuse,1,1,1,0);
                          		};
                          		LoadActor("background.png")..{
                          			OnCommand=cmd(x,SCREEN_LEFT;y,SCREEN_CENTER_Y;texcoordvelocity,1,0;faderight,1;diffuse,0,0,0,0;sleep,29.50;linear,1;diffuse,1,1,1,1;rainbow);
                          		};
                          		
                          		Def.ActorFrame{	-- ghost
                          			Bstart1Command=cmd(stoptweening;sleep,0.2;accelerate,0.9;addx,100;decelerate,0.9;addx,100;);
                          			Bounce1Command=cmd(stoptweening;sleep,0.2;accelerate,0.9;addx,-200;decelerate,0.9;addx,-200;sleep,0.2;accelerate,0.9;addx,200;decelerate,0.9;addx,200;);
                          			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
                          			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
                          			LoadActor("Asriel Dreemur shadow.png")..{
                          				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;diffuse,0,0,0,1;linear,1.55;diffuse,1,1,1,1;rainbow);
                          				Bstart2Command=cmd(stoptweening;sleep,0.2;accelerate,0.9;addy,25;decelerate,0.9;addy,25);
                          				Bounce2Command=cmd(stoptweening;sleep,0.2;accelerate,0.4;addy,-25;decelerate,0.4;addy,-25;sleep,0.2;accelerate,0.4;addy,25;decelerate,0.4;addy,25);
                          				AttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;sleep,0.1;diffuse,1,1,1,0);
                          				ShowCommand=cmd(linear,0.5;diffuse,1,1,1,1);
                          			};
                          		};
                          		Def.ActorFrame{	-- ghost
                          			Bstart1Command=cmd(stoptweening;sleep,0.15;accelerate,0.925;addx,100;decelerate,0.925;addx,100;);
                          			Bounce1Command=cmd(stoptweening;sleep,0.15;accelerate,0.925;addx,-200;decelerate,0.925;addx,-200;sleep,0.15;accelerate,0.925;addx,200;decelerate,0.925;addx,200;);
                          			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
                          			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
                          			LoadActor("Asriel Dreemur shadow.png")..{
                          				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;diffuse,0,0,0,1;linear,1.55;diffuse,1,1,1,1;rainbow);
                          				Bstart2Command=cmd(stoptweening;sleep,0.15;accelerate,0.925;addy,25;decelerate,0.925;addy,25);
                          				Bounce2Command=cmd(stoptweening;sleep,0.15;accelerate,0.425;addy,-25;decelerate,0.425;addy,-25;sleep,0.15;accelerate,0.425;addy,25;decelerate,0.425;addy,25);
                          				AttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;sleep,0.1;diffuse,1,1,1,0);
                          				ShowCommand=cmd(linear,0.5;diffuse,1,1,1,1);
                          			};
                          		};
                          		Def.ActorFrame{	-- ghost
                          			Bstart1Command=cmd(stoptweening;sleep,0.1;accelerate,0.95;addx,100;decelerate,0.95;addx,100;);
                          			Bounce1Command=cmd(stoptweening;sleep,0.1;accelerate,0.95;addx,-200;decelerate,0.95;addx,-200;sleep,0.1;accelerate,0.95;addx,200;decelerate,0.95;addx,200;);
                          			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
                          			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
                          			LoadActor("Asriel Dreemur shadow.png")..{
                          				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;diffuse,0,0,0,1;linear,1.55;diffuse,1,1,1,1;rainbow);
                          				Bstart2Command=cmd(stoptweening;sleep,0.1;accelerate,0.95;addy,25;decelerate,0.95;addy,25);
                          				Bounce2Command=cmd(stoptweening;sleep,0.1;accelerate,0.45;addy,-25;decelerate,0.45;addy,-25;sleep,0.1;accelerate,0.45;addy,25;decelerate,0.45;addy,25);
                          				AttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;sleep,0.1;diffuse,1,1,1,0);
                          				ShowCommand=cmd(linear,0.5;diffuse,1,1,1,1);
                          			};
                          		};
                          		Def.ActorFrame{	-- ghost
                          			Bstart1Command=cmd(stoptweening;sleep,0.05;accelerate,0.975;addx,100;decelerate,0.975;addx,100;);
                          			Bounce1Command=cmd(stoptweening;sleep,0.05;accelerate,0.975;addx,-200;decelerate,0.975;addx,-200;sleep,0.05;accelerate,0.975;addx,200;decelerate,0.975;addx,200;);
                          			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
                          			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
                          			LoadActor("Asriel Dreemur shadow.png")..{
                          				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;diffuse,0,0,0,1;linear,1;diffuse,1,1,1,1;rainbow);
                          				Bstart2Command=cmd(stoptweening;sleep,0.05;accelerate,0.975;addy,25;decelerate,0.975;addy,25);
                          				Bounce2Command=cmd(stoptweening;sleep,0.05;accelerate,0.475;addy,-25;decelerate,0.475;addy,-25;sleep,0.05;accelerate,0.475;addy,25;decelerate,0.475;addy,25);
                          				AttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;sleep,0.1;diffuse,1,1,1,0);
                          				ShowCommand=cmd(linear,0.5;diffuse,1,1,1,1);
                          			};
                          		};
                          		
                          		Def.ActorFrame{ -- lightning and stars under hands part 1
                          			OnCommand=cmd(zoom,0.2;x,SCREEN_CENTER_X+130;y,SCREEN_CENTER_Y-110;diffuse,1,1,1,0);
                          			AttackCommand=cmd(sleep,3.5;diffuse,1,1,1,1;sleep,1.1;linear,0.2;diffuse,1,1,1,0);
                          			LoadActor("Attack Lightning")..{
                          				OnCommand=cmd(rainbow;sleep,0.333;queuecommand,"effect");
                          				effectCommand=cmd(diffuse,1,1,1,1;rotationz,math.random(1,360);zoom,1;linear,0.5;zoom,3;diffuse,1,1,1,0;queuecommand,"effect");
                          				AttackLCommand=cmd(Load,songdir.."background/Attack Lightning.png");
                          				AttackSCommand=cmd(Load,songdir.."background/Attack Stars.png");
                          			};
                          			LoadActor("Attack Lightning")..{
                          				OnCommand=cmd(rainbow;sleep,0.166;queuecommand,"effect");
                          				effectCommand=cmd(diffuse,1,1,1,1;rotationz,math.random(1,360);zoom,1;linear,0.5;zoom,3;diffuse,1,1,1,0;queuecommand,"effect");
                          				AttackLCommand=cmd(Load,songdir.."background/Attack Lightning.png");
                          				AttackSCommand=cmd(Load,songdir.."background/Attack Stars.png");
                          			};
                          			LoadActor("Attack Lightning")..{
                          				OnCommand=cmd(rainbow;queuecommand,"effect");
                          				effectCommand=cmd(diffuse,1,1,1,1;rotationz,math.random(1,360);zoom,1;linear,0.5;zoom,3;diffuse,1,1,1,0;queuecommand,"effect");
                          				AttackLCommand=cmd(Load,songdir.."background/Attack Lightning.png");
                          				AttackSCommand=cmd(Load,songdir.."background/Attack Stars.png");
                          			};
                          		};
                          		Def.ActorFrame{ -- part 2
                          			OnCommand=cmd(zoom,0.2;x,SCREEN_CENTER_X-130;y,SCREEN_CENTER_Y-110;diffuse,1,1,1,0);
                          			AttackCommand=cmd(sleep,3.5;diffuse,1,1,1,1;sleep,1.1;linear,0.2;diffuse,1,1,1,0);
                          			LoadActor("Attack Lightning")..{
                          				OnCommand=cmd(rainbow;sleep,0.333;queuecommand,"effect");
                          				effectCommand=cmd(diffuse,1,1,1,1;rotationz,math.random(1,360);zoom,1;linear,0.5;zoom,3;diffuse,1,1,1,0;queuecommand,"effect");
                          				AttackLCommand=cmd(Load,songdir.."background/Attack Lightning.png");
                          				AttackSCommand=cmd(Load,songdir.."background/Attack Stars.png");
                          			};
                          			LoadActor("Attack Lightning")..{
                          				OnCommand=cmd(rainbow;sleep,0.166;queuecommand,"effect");
                          				effectCommand=cmd(diffuse,1,1,1,1;rotationz,math.random(1,360);zoom,1;linear,0.5;zoom,3;diffuse,1,1,1,0;queuecommand,"effect");
                          				AttackLCommand=cmd(Load,songdir.."background/Attack Lightning.png");
                          				AttackSCommand=cmd(Load,songdir.."background/Attack Stars.png");
                          			};
                          			LoadActor("Attack Lightning")..{
                          				OnCommand=cmd(rainbow;queuecommand,"effect");
                          				effectCommand=cmd(diffuse,1,1,1,1;rotationz,math.random(1,360);zoom,1;linear,0.5;zoom,3;diffuse,1,1,1,0;queuecommand,"effect");
                          				AttackLCommand=cmd(Load,songdir.."background/Attack Lightning.png");
                          				AttackSCommand=cmd(Load,songdir.."background/Attack Stars.png");
                          			};
                          		};
                          		
                          		-- if you're happy and you know it clap your hands
                          		Def.ActorFrame{	
                          			Bstart1Command=cmd(stoptweening;accelerate,1;addx,100;decelerate,1;addx,100;);
                          			Bounce1Command=cmd(stoptweening;accelerate,1;addx,-200;decelerate,1;addx,-200;accelerate,1;addx,200;decelerate,1;addx,200;);
                          			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
                          			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
                          			LoadActor("arm")..{ -- Need a hand bro? 
                          				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X-36;y,SCREEN_CENTER_Y-62;diffuse,0,0,0,1;linear,1;diffuse,1,1,1,1);
                          				Bstart2Command=cmd(stoptweening;accelerate,1;addy,25;decelerate,1;addy,25);
                          				Bounce2Command=cmd(stoptweening;accelerate,0.5;addy,-25;decelerate,0.5;addy,-25;accelerate,0.5;addy,25;decelerate,0.5;addy,25);
                          				SmugCommand=cmd(stoptweening;decelerate,1;y,SCREEN_CENTER_Y-62;rotationz,0;sleep,2;linear,0.5;rotationz,100;y,SCREEN_CENTER_Y-85;sleep,1.1;linear,0.2;diffuse,1,1,1,0;sleep,0;rotationz,0;y,SCREEN_CENTER_Y-62);
                          				ShakeCommand=cmd(stoptweening;decelerate,1;y,SCREEN_CENTER_Y-62;rotationz,0;queuecommand,"Load2");
                          				Load2Command=cmd(Load,songdir.."background/strug.png";sleep,2;queuecommand,"Load1");
                          				Load1Command=cmd(Load,songdir.."background/arm.png";linear,0.5;rotationz,100;y,SCREEN_CENTER_Y-85;sleep,1.1;linear,0.2;diffuse,1,1,1,0;sleep,0;rotationz,0;y,SCREEN_CENTER_Y-62);
                          				ShowCommand=cmd(linear,0.2;diffuse,1,1,1,1);
                          			};
                          		};
                          			
                          		Def.ActorFrame{	
                          			Bstart1Command=cmd(stoptweening;accelerate,1;addx,100;decelerate,1;addx,100;);
                          			Bounce1Command=cmd(stoptweening;accelerate,1;addx,-200;decelerate,1;addx,-200;accelerate,1;addx,200;decelerate,1;addx,200;);
                          			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
                          			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
                          			LoadActor("arm")..{ -- how about 2 hands ;) 
                          				OnCommand=cmd(zoom,0.5;zoomx,-0.5;x,SCREEN_CENTER_X+38;y,SCREEN_CENTER_Y-62;diffuse,0,0,0,1;linear,1;diffuse,1,1,1,1);
                          				Bstart2Command=cmd(stoptweening;accelerate,1;addy,25;decelerate,1;addy,25);
                          				Bounce2Command=cmd(stoptweening;accelerate,0.5;addy,-25;decelerate,0.5;addy,-25;accelerate,0.5;addy,25;decelerate,0.5;addy,25);
                          				SmugCommand=cmd(stoptweening;decelerate,1;y,SCREEN_CENTER_Y-62;rotationz,0;sleep,2;linear,0.5;rotationz,-100;y,SCREEN_CENTER_Y-85;sleep,1.1;linear,0.2;diffuse,1,1,1,0;sleep,0;rotationz,0;y,SCREEN_CENTER_Y-62);
                          				ShakeCommand=cmd(stoptweening;decelerate,1;y,SCREEN_CENTER_Y-62;rotationz,0;queuecommand,"Load2");
                          				Load2Command=cmd(Load,songdir.."background/strug.png";sleep,2;queuecommand,"Load1");
                          				Load1Command=cmd(Load,songdir.."background/arm.png";linear,0.5;rotationz,-100;y,SCREEN_CENTER_Y-85;sleep,1.1;linear,0.2;diffuse,1,1,1,0;sleep,0;rotationz,0;y,SCREEN_CENTER_Y-62);
                          				ShowCommand=cmd(linear,0.2;diffuse,1,1,1,1);
                          			};
                          		};
                          		
                          		Def.ActorFrame{	-- Main Character	
                          			Bstart1Command=cmd(stoptweening;accelerate,1;addx,100;decelerate,1;addx,100;);
                          			Bounce1Command=cmd(stoptweening;accelerate,1;addx,-200;decelerate,1;addx,-200;accelerate,1;addx,200;decelerate,1;addx,200;);
                          			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
                          			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
                          			LoadActor("Asriel Dreemur.png")..{
                          				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;diffuse,0,0,0,1;linear,1;diffuse,1,1,1,1);
                          				Bstart2Command=cmd(stoptweening;accelerate,1;addy,25;decelerate,1;addy,25);
                          				Bounce2Command=cmd(stoptweening;accelerate,0.5;addy,-25;decelerate,0.5;addy,-25;accelerate,0.5;addy,25;decelerate,0.5;addy,25);
                          				AttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;sleep,2;sleep,1.6;linear,0.2;diffuse,1,1,1,0);
                          				ShowCommand=cmd(linear,0.2;diffuse,1,1,1,1);
                          			};
                          		};
                          		Def.ActorFrame{	-- FACE GOD DAMMIT -- face background
                          			Bstart1Command=cmd(stoptweening;accelerate,1;addx,100;decelerate,1;addx,100;);
                          			Bounce1Command=cmd(stoptweening;accelerate,1;addx,-200;decelerate,1;addx,-200;accelerate,1;addx,200;decelerate,1;addx,200;);
                          			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
                          			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
                          			LoadActor("Back Face")..{
                          				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y-119;diffuse,0,0,0,1;linear,1;diffuse,1,1,1,1);
                          				Bstart2Command=cmd(stoptweening;accelerate,1;addy,25;decelerate,1;addy,25);
                          				Bounce2Command=cmd(stoptweening;accelerate,0.5;addy,-25;decelerate,0.5;addy,-25;accelerate,0.5;addy,25;decelerate,0.5;addy,25);
                          				BAttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y-119;sleep,3.6;linear,0.2;diffuse,1,1,1,0);
                          				SmugCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y-119;sleep,3.6;linear,0.2;diffuse,1,1,1,0);
                          				ShakeCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y-119;sleep,0;diffuse,1,1,1,0;sleep,2;diffuse,1,1,1,1;sleep,1.6;linear,0.2;diffuse,1,1,1,0);
                          				ShowCommand=cmd(linear,0.2;diffuse,1,1,1,1);
                          			};
                          		};
                          		Def.ActorFrame{ -- more face with actual switching !!!!!
                          			Bstart1Command=cmd(stoptweening;accelerate,1;addx,100;decelerate,1;addx,100;);
                          			Bounce1Command=cmd(stoptweening;accelerate,1;addx,-200;decelerate,1;addx,-200;accelerate,1;addx,200;decelerate,1;addx,200;);
                          			Bounce3Command=cmd(stoptweening;accelerate,0.5;addy,-10;decelerate,0.5;addy,-10;accelerate,0.5;addy,10;decelerate,0.5;addy,10;);
                          			AttackCommand=cmd(stoptweening;decelerate,1;x,0;y,0);
                          			LoadActor("Normal Face")..{
                          				OnCommand=cmd(zoom,0.5;x,SCREEN_CENTER_X+1;y,SCREEN_CENTER_Y-119;diffuse,0,0,0,1;linear,1;diffuse,1,1,1,1);
                          				Bstart2Command=cmd(stoptweening;accelerate,1;addy,25;decelerate,1;addy,25);
                          				Bounce2Command=cmd(stoptweening;accelerate,0.5;addy,-25;decelerate,0.5;addy,-25;accelerate,0.5;addy,25;decelerate,0.5;addy,25);
                          				BAttackCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X+1;y,SCREEN_CENTER_Y-119;sleep,2;queuecommand,"Load1";);
                          				SmugCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X+1;y,SCREEN_CENTER_Y-119;sleep,0;queuecommand,"Load3";);
                          				ShakeCommand=cmd(stoptweening;decelerate,1;x,SCREEN_CENTER_X+1;y,SCREEN_CENTER_Y-119;sleep,0;queuecommand,"Load2";);
                          				Load1Command=cmd(Load,songdir.."background/Attack Face.png";sleep,1.6;linear,0.2;diffuse,1,1,1,0);
                          				Load2Command=cmd(Load,songdir.."background/shake 4x1.png";SetAllStateDelays,0.25;sleep,2;queuecommand,"Load1");
                          				Load3Command=cmd(Load,songdir.."background/smug.png";sleep,2;queuecommand,"Load1");
                          				ShowCommand=cmd(Load,songdir.."background/Normal Face.png";linear,0.2;diffuse,1,1,1,1);
                          			};
                          		};
                          		
                          		--pre attack charging sound
                          		LoadActor("charge")..{
                          			AttackCommand=cmd(sleep,3;queuecommand,"play");
                          			playCommand=cmd(play);
                          		};
                          		
                          		-- talk sound
                          		LoadActor("Asriel talk")..{
                          			AttackCommand=cmd(sleep,1;queuecommand,"play");
                          			playCommand=cmd(play);
                          		};
                          		
                          		-- chatbox
                          		LoadActor("chatbox")..{
                          			OnCommand=cmd(zoom,0.25;x,SCREEN_CENTER_X+200;y,SCREEN_CENTER_Y-119;diffuse,1,1,1,0);
                          			AttackCommand=cmd(sleep,1;diffuse,1,1,1,1;sleep,2;diffuse,1,1,1,0);
                          		};
                          		
                          		-- text
                          		LoadActor("text1")..{
                          			OnCommand=cmd(zoom,0.8;x,SCREEN_CENTER_X+200;y,SCREEN_CENTER_Y-119;diffuse,1,1,1,0);
                          			AttackCommand=cmd(sleep,1;diffuse,1,1,1,1;cropbottom,1;linear,1.5;cropbottom,0;sleep,0.5;diffuse,1,1,1,0);
                          			Stage2Command=cmd(Load,songdir.."background/text2.png");
                          		};
                          		
                          		
                          		
                          		
                          		
                          	};
                          };


                          I've spent already more than 60 hours on this file and its still not done, so much work hehu
                          Its not a bug its a FEATURE!



                          Comment

                          • YoshL
                            Celestial Harbor
                            FFR Simfile Author
                            FFR Music Producer
                            • Aug 2008
                            • 6156

                            #14
                            Re: Undertale, Hopes and Dreams, aka I got too much free time

                            (your course is underwhelming cmon it's asriel this shit needs to be borderline unreadable lol)

                            yeah i use the lua as well, however, you can integrate the course mods into the lua file as well you know by doing like:


                            Code:
                            mods = {
                            				{0,465,'*40 100% C450,*1.5 100% Overhead,-1000% Cover'},
                            				
                            				--starting cymbals
                            				{0,0.1,'*100000 50% Stealth, *10000 100% Dark'},
                            				{0.1,16,'*.1 No Stealth, *.1 No Dark'},
                            				{16,20,'*.25 No Stealth'},
                            				{16,16.1,'*100 50% Stealth'},
                            				
                            				--beats
                            				{15.7,20,'*1 20% Beat',1},
                            				{15.7,20,'*1 -20% Beat',2},
                            				{20,24,'*1 40% Beat',1},
                            				{20,24,'*1 -40% Beat',2},
                            				{24,28,'*1 60% Beat',1},
                            				{24,28,'*1 -60% Beat',2},
                            				{28,32,'*1 80% Beat',1},
                            				{28,32,'*1 -80% Beat',2},
                            				{32,33,'*2 No Beat'},
                            				
                            				--filter section to pumps
                            				{32,40,'*.4 2000% Mini, *.1 -1000% Flip, *.55 2000% Space',1},
                            				{32,40,'*.4 2000% Mini, *.1 -1000% Flip, *1.15 2000% Hallway',2},
                            				{40,48,'*.8 No Mini, *.2 No Flip, *1.1 No Space, *2.3 No Hallway,*.5 50% Stealth'},
                            				{44,50,'*.5 No Stealth, *10 No Drunk, *10 No Tipsy, *2 No Flip, *10 No Mini'},
                            				{43.95,44.05,'*10000 100% C1750, *100 200% Drunk, *100 200% Tipsy'},
                            				{44.95,45.05,'*10000 100% C1750, *100 -200% Mini, *100 20% Flip'},
                            				{45.95,46.05,'*10000 100% C1750, *100 300% Drunk, *100 -4300% Tipsy'},
                            				{46.95,47.05,'*10000 100% C1750, *100 -200% Mini, *100 20% Flip, *100 -300% Drunk, *100 300% Tipsy'},
                            				{48,50,'*2 No Mini'},
                            				{47.95,48.05,'*100 -100% Mini, *100 10% Flip, *100 50% Stealth'},
                            
                            				--etc mods etc. etc. etc.
                            
                            				--......................
                            				{247,247.1,'*10000 1000% Dizzy, *100 50% Stealth, *1000 -25% Flip'},
                            				{247.1,248,'*15 No Dizzy, *.75 No Stealth, *.75 No Flip'},
                            				{255,255.1,'*10000 -1000% Dizzy, *100 50% Stealth, *1000 -15% Flip'},
                            				{255.1,256,'*15 No Dizzy, *.75 No Stealth, *.5 No Flip'},
                            				{263,263.1,'*10000 1000% Dizzy, *100 50% Stealth, *1000 -15% Flip'},
                            				{263.1,264,'*15 No Dizzy, *.75 No Stealth, *.5 No Flip'},
                            				
                            				
                            			}
                            
                            			for i,v in ipairs(mods) do
                            				if GAMESTATE:GetSongBeat()>=v[1] and GAMESTATE:GetSongBeat()<=v[2] then
                            					if table.getn(v) == 4 then
                            						GAMESTATE:ApplyGameCommand('mod,'..v[3],v[4]);
                            					else
                            						GAMESTATE:ApplyGameCommand('mod,'..v[3]);
                            					end
                            				end
                            			end
                            Last edited by YoshL; 11-18-2015, 01:12 PM.


                            Originally posted by Charu
                            Only yours, for an easy price of $19.99! You too can experience the wonders of full motion rump sticking.

                            Comment

                            • Jousway
                              FFR Player
                              • Jun 2009
                              • 867

                              #15
                              Re: Undertale, Hopes and Dreams, aka I got too much free time

                              Originally posted by YoshL
                              (your course is underwhelming cmon it's asriel this shit needs to be borderline unreadable lol)
                              but I want to be able to play it :<
                              Its not a bug its a FEATURE!



                              Comment

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