[EPILEPSY WARNING] Shucks Retold V4 But Luke Goji Sings It
Автор: Xanthuari
Загружено: 2026-02-07
Просмотров: 81871
Описание:
Ahhw Shqaaaaaaaaaacks
!!!!!!!!! NOTE: YOU DO NOT HAVE ANY PERMISSION TO RE-UPLOAD THIS. (INCLUDES OTHER PLATFORMS) HOWEVER, YOU ARE ALLOWED TO DO ANIMATION EDITS, ANIMATIONS AND COVERS ON THIS. !!!!!!!!!
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CREDITS:
Shucks Retold Before The Lyrics Animation By: @torderSs
Video Link: • (WIP 1-2) New storyboard animation before ...
Shucks Retold Cutscene Animation By: @torderSs
Video Link: • Here we go folks, I may have found the hig...
Original Shucks Retold By: @PrinceVince28
Shucks Retold V4 Visualizer Video Link: • Shucks Retold V4 (Official Visualizer) (ft...
Video Idea Is From: @arovii22
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I don't have any specific material in this animation video; (Except the edit and the lyrics cover) I just made it for fun. Everything used in the video is as I mentioned here, If I forgot to mention someone or if there's anything else (like needing to take the video down or making other requests), feel free to contact me! You can contact me via the email in the "About" section of my channel or you just can comment anyway lol (I recommend commenting)
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Tags: #fnf #fnfcover #fnfcovers #fnfcoversong #shuck #shucks #irida #secretdoor #fnflyrics #jeffysinfiniteirida #sml #dbt
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The algorithm (You Can Stop Reading):
Friday Night Funkin’ works by first loading a song along with its chart, which contains the timing and direction of each note for both the player and the opponent. When the song starts, the game initializes the gameplay state by setting the player’s health to a neutral value and resetting the score, combo, accuracy, and miss counters. As the music plays, the game continuously tracks the current song time and spawns notes ahead of their hit time. These notes scroll toward fixed receptors on the screen at a speed based on the song’s BPM and scroll settings.
During gameplay, the game constantly checks for player input. When the player presses a key, the system compares the input timing with the nearest note of the same direction. If the input occurs within an acceptable timing window, the note is registered as a hit and graded as a perfect, good, or bad hit depending on accuracy. Successful hits increase the score, build the combo, and restore or maintain health. If the player presses a key too early, too late, or misses a note entirely, the game counts it as a miss, breaks the combo, lowers accuracy, and decreases health.
The opponent’s notes are handled automatically and mainly affect animations and health drain, depending on the chart. Throughout the song, the health bar is updated in real time based on hits and misses. If the player’s health reaches zero before the song ends, the game triggers a game over state. If the song finishes while the player still has health remaining, the game calculates final results such as score, accuracy, rank, and performance statistics, then displays the results screen.
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