Judgement-Based Animations

preview_player
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done in LUA.

CODE

--call your 'Sick' animations 'singDIRECTION-alt '
--e.g. for the left anim, call it 'singLEFT-alt'

function goodNoteHit(id, direction, noteType, isSustainNote)
if getPropertyFromGroup('notes', id, 'rating') == 'sick' and direction == 0 then
characterPlayAnim('boyfriend','singLEFT-alt','true')
elseif getPropertyFromGroup('notes', id, 'rating') == 'sick' and direction == 1 then
characterPlayAnim('boyfriend','singDOWN-alt','true')
elseif getPropertyFromGroup('notes', id, 'rating') == 'sick' and direction == 2 then
characterPlayAnim('boyfriend','singUP-alt','true')
elseif getPropertyFromGroup('notes', id, 'rating') == 'sick' and direction == 3 then
characterPlayAnim('boyfriend','singRIGHT-alt','true')
end
end
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So it basically just gives more variety in BF Animations. Nice.

exi_m
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Now it actually feels good to get the sicks




so it's not just a splash for the arrow

noodlemanthings
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i predicted something like this once while thinking
but except that, if you get a high combo then the anim of ur character changes

everyone
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I think the could also be custom animations for every ranking.
Sick: Confident
Good: Normal
Bad: Exhausted
Shit: Scared

bonedude
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I feel like there should also be one for the bads and sh*ts where Bf is sweating while making and awkward smile

RoccoSocko
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this makes the animation feel way more lively in my opinion, so cool

aptenor
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I noticed that this script didn't work properly for sustain notes, so I modified it a bit so that it should work in most cases

It isn't perfect, but like I said it should be fine in most cases, if you hit a good on another note during a sustain note it will switch the pose though.

Code:

local lastNoteRating = "unknown"

function goodNoteHit(id, direction, noteType, isSustainNote)
local rating = getPropertyFromGroup('notes', id, 'rating')
if isSustainNote then rating = lastNoteRating end
if rating == 'sick' and direction == 0 then
characterPlayAnim('boyfriend', 'singLEFT-alt', 'true')
elseif rating == 'sick' and direction == 1 then
characterPlayAnim('boyfriend', 'singDOWN-alt', 'true')
elseif rating == 'sick' and direction == 2 then
characterPlayAnim('boyfriend', 'singUP-alt', 'true')
elseif rating == 'sick' and direction == 3 then
characterPlayAnim('boyfriend', 'singRIGHT-alt', 'true')
end
lastNoteRating = rating
end

nubzlif
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in all honesty, boyfriend still looks like he's one something.

champion_
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this is genuinely one of the best ideas I have seen for this game.

Nick_
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imagine if there were anims for double notes

epicc_exe
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Would pair nicely with idle animations that change based on your total song accuracy, but this by itself is genius.

thecommoncard
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Miss = Purple fail note, loss of combo
Sh1t = Purple fail note, no loss of combo
Bad = No color change, slight mess up animation (probably just like, hair in his face, almost dropping mic)
Good = Basic animation
Sick = This animation

toastydevil
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This would fit in very nicely in Erect mode ngl, especially the songs giving off the feel that BF is a lot more confident now and takes the lead in most of them so far.

funkinfunkhead
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These are some really good script ideas you got! Nice job, you just earned a sub!

err_nullobjectreference
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this makes it more like a rap battle, instead of only having 4 varieties, adding more everytimr u get a sick makes it more realistic

keiseddsworldchannel
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These animations are really cool! They remind me of Julian. I’m very confused what this represents (I only just got into rapping.)

NeverEverWatchThis
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BF looks more devious in his idle animation but I like the difference between good and sick

derekfunstuffidk
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You could also add different animations based on the icon.
Ex:
During the Danger Icon, Boyfriend could start sweating, or him running out of breath.
During normal Icon, no changes.
During a Winning Icon, which some mods do have, you could have boyfriend smirking at the enemy or taunting them.
Something cool I thought of.

ChanmrrPB
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now we need special animations for doubles triples and quads

Lylcaruis
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The auto-generated subtitles saying "bye" at 0:32 was very appropriate

BonW