Ohhhh, how did you know? <3peppy wrote: 6w4l42
2007-12-08 (b169)
(*) Fixed BPM changes causing huge lag in long LONG long songs (only if there are multiple timing sections).
That'd be my contribution: long songs. Great improvement on the lag reduction hey. Also, good temp fix with the delay for skin implementation when selecting, until a skin selection screen is made.awp wrote: 2d3x2m
Ohhhh, how did you know? <3peppy wrote: 6w4l42
2007-12-08 (b169)
(*) Fixed BPM changes causing huge lag in long LONG long songs (only if there are multiple timing sections).
Sorry to be a stick in the mud, but SSAY is the exception, not the rule.peppy wrote: 6w4l42
(*) Changed 'ki' hp bard icon to cycle through the '!!' and '!' states on initial increase. I changed this before to remain on 'ki' due to forum , but on observing an ouendan video today noticed my initial assumptions were correct!
I missed this discussion earlier, but why not just make it an option for the beatmapper? I think it's only going to be a rare occasion when starting from "!!" is preferable.peppy wrote: 6w4l42
HMM well in my mind there are two options:
1.
Have it automatically decided whether to have it start on '!!' or 'ki' depending on this condition:
If the intro to the song is greater than ~10seconds (the time it takes for the metre to fill up) then it will start as a '!!' else it will be a 'ki'.
Otherwise, it will be a 'ki' all the way.
2.
Always use one of the two options.
Maybe we need a poll?
Well peppy is in Japan on holiday, so even without his internet connection at home being down and his family away on holiday as well and no easy way to fix the problem, you couldn't blame him for not updating. But it so happens that his internet connection at home IS down and etc etc etc. So don't complain! He'll be back home in a week, after which development will snowball back up to peppy-esque proportions.ZZT the Fifth wrote: 1f1b3t
There haven't been many changes between December and today, have there?
Turns out I was mostly wrong; the situation I described only occurs if you hit the skip button during the beginning of the song. Normally this doesn't happen.LuigiHann wrote: 6o5n1z
On a related note, in EBA (and Ouendan, I believe), when the scorebar fills at the beginning, the marker is actually on the yellow the entire time; the red part "grows" into it. I don't know if it's necessary to recreate that effect (it'd actually mess up most skins) but it's worth noticing, because it makes it very clear that you're not starting from a "!!" state.
It might not just be all vacation now...it could be a long quest of advertising and etcetera...XDZZT the Fifth wrote: 1f1b3t
Wow, I didn't think he was still gone.
...I wish I could go on a vacation that long.![]()
what eyup saideyup wrote: q2d2t
Well peppy is in Japan on holiday, so even without his internet connection at home being down and his family away on holiday as well and no easy way to fix the problem, you couldn't blame him for not updating. But it so happens that his internet connection at home IS down and etc etc etc. So don't complain! He'll be back home in a week, after which development will snowball back up to peppy-esque proportions.ZZT the Fifth wrote: 1f1b3t
There haven't been many changes between December and today, have there?
typeppy wrote: 6w4l42
(*) Unplayed songs listing works once again.
I hate that feeling and it often makes me comment out the entire block of code I'm looking at and just re-write whatever I was trying to read.peppy wrote: 6w4l42
I really had to take a bit of time to refamiliarise myself with the code, hey.
That's awesome. It's like the notes are disappointed.peppy wrote: 6w4l42
(*) Slightly changed fail animation. How does it look? >.>
You mean it was never stickied? I thought it was...o.o;peppy wrote: 6w4l42
2008-01-30
(+) Added samples for section /fail. Created a timeline system to handle samples which aren't to be played instantly.
(*) Fixed bug where hp bar doesn't do its initial fill during lead-in time.
(*) Sliders don't "explode" in edit mode (because notes didn't before and it was inconsistant).
(*) Slightly changed fail animation. How does it look? >.>
(*) Fixed score and ki fighting for draw depth.
Test build is up. Hopefully I'll get some today and be able to do a public release tonight.
I'm stickying this thread. I keep losing it ^^;
Freakin' awesome.peppy wrote: 6w4l42
(*) Slightly changed fail animation. How does it look? >.>
Happened to me on Okkusenman [Hard] as well. Didn't happen on Grass Stains [Easy] though.LuigiHann wrote: 6o5n1z
On a couple of songs, the O flashed on the screen for a moment at the very end of the song (Funky Cat Maybe [normal] was one).
I noticed this once, but couldn't get it to happen again. Will look into it.LuigiHann wrote: 6o5n1z
On a couple of songs, the O flashed on the screen for a moment at the very end of the song (Funky Cat Maybe [normal] was one).
Ooops, I guess I forgot to pre-cache those textures.awp wrote: 2d3x2m
Also the first time an O or X is going to be displayed during a break, the game window freezes for about half a second. Since this is at a break screen and only happens twice (once for O, once for X) and is only for 0.5 seconds it's extremely minor but idk if that information would damage you.
Weird, sounds like a bugawp wrote: 2d3x2m
Strange, though...the second break in Okkusenman is short, so an X/O doesn't display, but there's a break later on which is even shorter (literally like a second) and an O appeared. It didn't disrupt anything, but isn't it supposed to appear on breaks greater than three seconds? At any rate, it's cool stuff.
[no video ] [ hidden ]
[easy mode] [ hard rock ]
[ no fail ] [sudden death]
AgreedLuigiHann wrote: 6o5n1z
-Hard rock! should probably have the note positions flipped vertically as well as horizontally, to make it a bit more different. Also, the approach circles should go a bit faster, so that there's less warning. Other than that, I think it's pretty good.
AgreedLuigiHann wrote: 6o5n1z
Double-time mode should really be slowed down to something like 1.5x speed, both for playability and for the sake of sounding better. Right now it's pretty impossible (although I it I'm not very good at this game, so it oculd just be me) and also the song sounds pretty unpleasant when sped up that much. 1.5x should probably produce better results. You should still call it "double-time mode," though.![]()
At the moment, the menu is arranged byLuigiHann wrote: 6o5n1z
-It'd be cool if the little mods mini-menu was arranged something like this:
I see. My idea was basically - on the left, and + on the right, with the "no change" ones thrown wherever they fit best in relation to the others.peppy wrote: 6w4l42
At the moment, the menu is arranged by
+score affecting mods...
no score change
-score affecting mods...
Not sure which I like better - maybe we need some on this.
SS is for hidden only (its the ghost S/SS)Lancer wrote: 96o54
Well it kinda ruins the Farucon Pan! competition he posted.
Are there going to be new effects added to the S/SS when you have new modifiers on or is the silver S/SS now going to mean "with positive modifier" rather than "with hidden?" Getting an S/SS that's covered with bells and whistles would be pretty rewarding.