Changes if done to the ExperimentalGear-0.3.0-rc4 im pushing to my branch ------------------------------------------------------------------------- - Multiplayer Screen added - Nautica Panel added - Fixed Top 50 - Renamed The Code appropriately to make more sense they can be found in the following "/download" and "/multiplayer" - Imported Idol Code from old Branch - Said Idol Code changes if done are |--> Added following config-definitions "beta_idol"/"static_idol" |---> "beta_idol" does the thing, it does in the Actual Game with the Idol Changing depending on Score |---> "static_idol" overides the default("single_idol") and and "beta_idol" to just a .png no animtaion |---> Default Folder structure changed |----> the "anim/"..idol.."/idle" = Is the default for "single_idol" and as for "beta_idol" its on the Titlescreen/Multiplayer only |----> the "anim/"..idol.."/static" = Having "static_idol" toggled on |----> the "anim/"..idol.."/bad" = Having a Score Lower then 9700000 |----> the "anim/"..idol.."/okay" = Having a Score Bigger then 9700000 |----> the "anim/"..idol.."/good" = Having a Score Bigger then 9900000 - removed the "IF" statements in Language to be less annoying and the code now default's to English by Default - Dan badge / Custom badge code imported |-> said code hase new configs "badges"/"custom_badges"/"is_badges" - User Panel no shows correct frame depending on idol if available - New Volforce Numbers and Stars Added - Made the Volforce System work on Songwheel/Gameplay/Multiplayer Client Side - Local Leaderboard had Player name not in Uppercase The Following needs the tcp functionality still [[ - Landscape Scoreboard in Multiplayer - Multiplayer Lobby - Portrait Scoreboard in Multiplayer (Not in use) ]] - Fixed Color Bug on Laser Cursor - Score Panel now has a smooth number increase - "Autoplay / Demo" Flags added | Demo is Different in Portrait - tiny Judge display in Gameplay changes depending if "normal" or "hard" Judgement is used - fixed glow bars emitted from laser cursors in gameplay (i just added gfx.BeginPath() to all images that didn't had one)