we out here windows build
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@ -31,7 +31,13 @@
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<set name="BUILD_DIR" value="export/release" unless="debug" />
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<classpath name="source" />
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<assets path="assets" />
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<assets path="assets/images"/>
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<assets path="assets/data"/>
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<assets path="assets/music" include="*.mp3" if="web" />
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<assets path="assets/music" include="*.ogg" unless="web" />
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<assets path="assets/sounds" include="*.mp3" if="web" />
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<!-- _______________________________ Libraries ______________________________ -->
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@ -81,4 +87,5 @@
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<!-- _________________________________ Custom _______________________________ -->
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<!--Place custom nodes like icons here (higher priority to override the HaxeFlixel icon)-->
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<icon path="art/icon.png"/>
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</project>
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@ -5,7 +5,7 @@ cd ..
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echo BUILDING GAME
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lime build html5 -final -clean
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echo UPLOADING TO ITCH
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butler push ./export/debug/html5/bin ninja-muffin24/ld47:html5
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butler push ./export/release/html5/bin ninja-muffin24/ld47:html5
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butler status ninja-muffin24/ld47:html5
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echo ITCH SHIT UPDATED LMAOOOOO
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pause
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@ -0,0 +1,11 @@
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@echo off
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color 0a
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cd ..
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@echo on
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echo BUILDING GAME
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lime build windows -final
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echo UPLOADING TO ITCH
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butler push ./export/release/html5/bin ninja-muffin24/ld47:windows
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butler status ninja-muffin24/ld47:windows
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echo ITCH SHIT UPDATED LMAOOOOO
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pause
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@ -129,7 +129,7 @@ class PlayState extends FlxTransitionableState
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switch (swagCounter)
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{
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case 0:
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FlxG.sound.play('assets/sounds/intro3.mp3', 0.6);
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FlxG.sound.play('assets/sounds/intro3' + TitleState.soundExt, 0.6);
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case 1:
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var ready:FlxSprite = new FlxSprite().loadGraphic('assets/images/ready.png');
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ready.scrollFactor.set();
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@ -142,7 +142,7 @@ class PlayState extends FlxTransitionableState
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ready.destroy();
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}
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});
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FlxG.sound.play('assets/sounds/intro2.mp3', 0.6);
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FlxG.sound.play('assets/sounds/intro2' + TitleState.soundExt, 0.6);
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case 2:
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var set:FlxSprite = new FlxSprite().loadGraphic('assets/images/set.png');
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set.scrollFactor.set();
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@ -155,7 +155,7 @@ class PlayState extends FlxTransitionableState
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set.destroy();
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}
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});
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FlxG.sound.play('assets/sounds/intro1.mp3', 0.6);
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FlxG.sound.play('assets/sounds/intro1' + TitleState.soundExt, 0.6);
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case 3:
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var go:FlxSprite = new FlxSprite().loadGraphic('assets/images/go.png');
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go.scrollFactor.set();
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@ -168,7 +168,7 @@ class PlayState extends FlxTransitionableState
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go.destroy();
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}
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});
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FlxG.sound.play('assets/sounds/introGo.mp3', 0.6);
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FlxG.sound.play('assets/sounds/introGo' + TitleState.soundExt, 0.6);
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case 4:
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}
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@ -217,7 +217,7 @@ class PlayState extends FlxTransitionableState
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function startSong():Void
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{
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countingDown = false;
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FlxG.sound.playMusic("assets/music/" + curLevel + "_Inst.mp3");
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FlxG.sound.playMusic("assets/music/" + curLevel + "_Inst" + TitleState.soundExt);
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vocals.play();
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}
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@ -236,7 +236,7 @@ class PlayState extends FlxTransitionableState
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curSong = songData.song;
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vocals = new FlxSound().loadEmbedded("assets/music/" + curSong + "_Voices.mp3");
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vocals = new FlxSound().loadEmbedded("assets/music/" + curSong + "_Voices" + TitleState.soundExt);
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FlxG.sound.list.add(vocals);
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notes = new FlxTypedGroup<Note>();
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@ -315,7 +315,6 @@ class PlayState extends FlxTransitionableState
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}
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unspawnNotes.sort(sortByShit);
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trace('FIRST NOTE ' + unspawnNotes[0]);
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}
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function sortByShit(Obj1:Note, Obj2:Note):Int
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@ -805,7 +804,7 @@ class PlayState extends FlxTransitionableState
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}
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combo = 0;
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FlxG.sound.play('assets/sounds/missnote' + FlxG.random.int(1, 3) + ".mp3", FlxG.random.float(0.05, 0.2));
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FlxG.sound.play('assets/sounds/missnote' + FlxG.random.int(1, 3) + TitleState.soundExt, FlxG.random.float(0.05, 0.2));
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boyfriend.stunned = true;
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