*(THIS IS JUST A NEW PoC NO FULL GAME HERE)* z / p / click (yes this works on mobile) to simulate a punch restart the project in case of any desyncs (being able to return a playing sound's position would be useful, ST.) turbo mode is mostly functional (duh cause everything's interped) maybe one day this'll become the next implementation for my Karate Man project. maybe one day.
*(THIS IS JUST A NEW PoC NO FULL GAME HERE)* hallelujah to linear interpolation everything here is free to be used in your own rhythm games, just like my last engine. (this one's incomplete however) this new engine uses string decoding and splitting to be able to only use a single list for all tickcode (opcodes, args, rests, etc.), making it more similar to tickflow. physics calculations are now based on those for the beat, via interpolation. (sin modifiers are applied to allow for non-rectilinear movement) same credits apply as my main Karate Man project.