Needs engine PR Yonokid/YataiDON#160 (Background:handle_ending / draw_ending); without it the skin's static plates keep drawing as before.
The four end-of-song clips are exported frame by frame (Scripts/game/ending_anim/*.lua, textures under Graphics/game/ending_<kind>_anim/) and bg_objects/ending.lua replays them on the lane at 60 fps: the banner text reveal, the fans, the two dancers and the confetti move as in the original, then the clip loops. 2P uses the lane offset.
Needs engine PR Yonokid/YataiDON#160 (`Background:handle_ending` / `draw_ending`); without it the skin's static plates keep drawing as before.
The four end-of-song clips are exported frame by frame (`Scripts/game/ending_anim/*.lua`, textures under `Graphics/game/ending_<kind>_anim/`) and `bg_objects/ending.lua` replays them on the lane at 60 fps: the banner text reveal, the fans, the two dancers and the confetti move as in the original, then the clip loops. 2P uses the lane offset.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Uses the engine's new Background:handle_ending / draw_ending hook. The four
ending clips are exported frame by frame (Scripts/game/ending_anim, textures
under game/ending_<kind>_anim) and replayed on the lane at 60 fps: the banner
text reveal, the fans, the two dancers and the confetti all move as in the
original, then loop. Without the engine hook the skin's static plates still
draw as before.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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Needs engine PR Yonokid/YataiDON#160 (
Background:handle_ending/draw_ending); without it the skin's static plates keep drawing as before.The four end-of-song clips are exported frame by frame (
Scripts/game/ending_anim/*.lua, textures underGraphics/game/ending_<kind>_anim/) andbg_objects/ending.luareplays them on the lane at 60 fps: the banner text reveal, the fans, the two dancers and the confetti move as in the original, then the clip loops. 2P uses the lane offset.🤖 Generated with Claude Code