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
Undertale, Hopes and Dreams, aka I got too much free time
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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 JohnRedWolf87Charu 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 Vendetta21All in all I would say that Charu not only won this game, his play made me reconsider how I play it. -
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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 JohnRedWolf87Charu 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 Vendetta21All in all I would say that Charu not only won this game, his play made me reconsider how I play it.Comment
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Re: Undertale, Hopes and Dreams, aka I got too much free time
Definitely my favorite track in the game, I say go for it!
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Re: Undertale, Hopes and Dreams, aka I got too much free time
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 hehuIts not a bug its a FEATURE!





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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 endLast edited by YoshL; 11-18-2015, 01:12 PM.Comment
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- Tosh 2014



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