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Official Development Changelog 6k2i3s

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Topic Starter
2007-12-15
(+) Circles are dimmed except for the next to-be-hit circle.
(+) Added warning message when updating a beatmap to latest version where the creator is the local .
(+) Mods are shown during replay playback.
(*) 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!
(*) Video with negative offset will play during lead-in time.
(*) Fixed bug with timing window selecting more than one timing point when opened.

Public release tomorrow for sure!
Topic Starter
2007-12-16 (b176)
(*) Warning arrows for start of song.
(*) HP bar starts filling closer to first hitcircle for songs with long intros.
(*) Fixed bug where break time would sometimes result in no arrows being displayed.

Sorry about the double public release - crippling bug found and squashed :). Heading to Japan tonight - back soon!
gl hf

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!
Sorry to be a stick in the mud, but SSAY is the exception, not the rule.

Then again, it wasn't very important in the first place.
Topic Starter
omg ;.;
so which one do we want?! lol.

maybe we'll do it this way - if the song has an intro period that means the ki doesnt start increasing at 0seconds, it will start as '!!', otherwise just go up with 'ki' the whole way? this kind of makes sense, yeah?
Yea SSAY is the only song to do that, but it has its reasons (it ties with the story.)

And your last post makes almost no sense at all, Peppy.
I'll give my suggestion in the form of a flow chart:


Do you like how it looks?
|
|----YES----Do it.
|
|
NO-----Don't do it.
Topic Starter
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?
There haven't been many changes between December and today, have there?

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?
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.

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.

ZZT the Fifth wrote: 1f1b3t

There haven't been many changes between December and today, have there?
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.
Wow, I didn't think he was still gone. :o

...I wish I could go on a vacation that long. :(

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.
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. :shock:

ZZT the Fifth wrote: 1f1b3t

Wow, I didn't think he was still gone. :o

...I wish I could go on a vacation that long. :(
It might not just be all vacation now...it could be a long quest of advertising and etcetera...XD
Or it can an analysis. But yeah, that is a long vacation.

And LuigiHann, solved your own concern thingie eh? GOOD JOB! :D Though the idea is a little strange maybe, but yeah, it does ruin themes...unless you have two separate files, one being the red area and one the yellow and have the yellow extend out, then have the red fly in from the left. Of course, that would look ugly and it wouldn't be something you'd see in the game, huh? :P
It'd definitely mess with the Wind Waker skin because of the "unique" lifebar approach. It took me a while to notice, but even the current spinner graphic doesn't co-operate with the lifebar (during spinners, you can still see the very top of the screen, which is normally blocked off by the lifebar's background). I'd change it, but I don't have the heart to make everyone have to re that one image/update the copy in the osume package. It's pretty negligeable anyway, riiiight?
Yeah, yeah, forget I said anything. I was in error, and I'd edit it out except it'd mess up the conversation now.
Topic Starter

eyup wrote: q2d2t

ZZT the Fifth wrote: 1f1b3t

There haven't been many changes between December and today, have there?
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.
what eyup said :). home in a few days, so lets see how things go after that!
Yay! If you're home, does that mean we'll get to hear all your ramblings on how vacation went? And the glorious pictures of you with...other people? And your quest to Osu! with people going, "You should sell that."?

I'm curious, I want to hear! Well, as long as it won't be boring of course, but nevertheless...

I hope this would mean progress would be put, of course that doesn't mean I'm pressuring you peppy. I'm patient, that's what I were to be back when I ed, or at least I think. :?
Topic Starter
I don't need pressure for there to be progress :p. But on the other hand, I didn't think you'd need to ask a question like that - just take a look at the changelog for the first 4 months of development!
Topic Starter
2008-01-22
(*) I'm back *waves for the audience* :)
(*) ranking-F error no longer crashes game to windows. Handled with an in-game message for now.
(*) Unplayed songs listing works once again.

I really had to take a bit of time to refamiliarise myself with the code, hey :shock:.

I'll probably spend the rest of the week working my way through the bugs that have surfaced, and aim for a public fix release this weekend.

peppy wrote: 6w4l42

(*) Unplayed songs listing works once again.
ty

peppy wrote: 6w4l42

I really had to take a bit of time to refamiliarise myself with the code, hey :shock:.
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

2008-01-22
(*) I'm back *waves for the audience* :)
Best. Update. Ever.

And good luck getting yourself back on track with the coding skills, :3. Pretty nice updates, at the least. Especially the unplayed song one.
Topic Starter
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
This map has been deleted on the request of its creator. It is no longer available.
Attention Duelists:

There is a bug with beatmap editing in the latest test build. Stay out of Edit Mode on the newest test build, else it will erase all the hitobjects on the beatmap you are editing when you attempt to test/run it.

That is all.
Topic Starter
2008-01-25
(+) Added test mode and song setup items to editor menu.
(*) Fixed crippling editor bug which cropped notes in osu files when saving.
(*) Fixed bug where mouse clicks could interfere with replays. (i hope)
(*) "My Maps" sort mode defaults back to "Artist" when going to the play mode song selection.
(*) Exiting edit mode returns to the edit mode song selection menu.

peppy wrote: 6w4l42

2008-01-25
(*) Exiting edit mode returns to the edit mode song selection menu.
Thank you so much.
Topic Starter
2008-01-28
(+) Result sections implemented (automatic time-based). No graphics/ranking screen yet - this will come soon.
(+) 'V' in the editor takes you to the last hitcircle in the beatmap.
(*) Hitting escape during spinner placement removes the spinner from the beatmap (similar to how slider placement works).
(*) Fixed ing bug reported yesterday.
(*) Click the in-game update prompt button doesn't activate controls behind it.
(*) "Save As" changed to "Save new Difficulty" in the editor.
(*) When saving a new difficulty, the title/author are disabled and the version is focused by default.
(+) Web: Mod Rankings page completed.

Once I finish off the scoring sections, I will definitely be doing a public build. Think mid-week :).
Thanks for the spinner/V. :P
Topic Starter
2008-01-29
(+) Section /fail graphics implemented.
(*) 'V' in editor moves to near the end of the song if no hitcircles are placed.
(*) The initial hp-filling acts in a similar way to ouendan (ammended several times). This means that if there is a very long initial lead-in (generally over 10 seconds), it will cycle through the '!!', '!' then 'ki' graphics, else it will remain the 'ki' the whole way.
(*) Fixed crash caused by attempting to connect to IRC at certain points.

Reluctant to do a test build tonight due to only adding the graphics for the /fail for sections. I'll do it after I also add sounds to reduce the total filesize of updates required for testers. Let's say that the sprites are looking awesome (thanks LuigiHann) and seem to be working as expected :D.
Topic Starter
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 ^^;

peppy wrote: 6w4l42

Test build is up. Hopefully I'll get some today and be able to do a public release tonight.
you got it, chief

peppy wrote: 6w4l42

(*) Slightly changed fail animation. How does it look? >.>
That's awesome. It's like the notes are disappointed. :mrgreen:

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). Don't know what caused that. Otherwise, I think the O's and X's work pretty great. One thing that occurred to me, that I don't think EBA or Ouendan do but might work here, is have the speed of the ding or buzzer sounds, as well as the flickering of the graphic, be determined by the song's bpm. Not so much that it's in sync with the beat or anything, but just enough that it's faster on fast songs and slower on slow songs, so it flows with the momentum of the song.

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 ^^;
You mean it was never stickied? I thought it was...o.o;

Can you give me an example of what you mean by samples of ing an failing? Is it like some music or jingle that plays when you succeed or not?

peppy wrote: 6w4l42

(*) Slightly changed fail animation. How does it look? >.>
Freakin' awesome.

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).
Happened to me on Okkusenman [Hard] as well. Didn't happen on Grass Stains [Easy] though.

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.

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.
Topic Starter

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.

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.
Ooops, I guess I forgot to pre-cache those textures.

awp 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.
Weird, sounds like a bug :P.
Topic Starter
2008-02-01
(!) Note to testers that I'm not rebuilding the dll tonight, which means sprite/sample changes will not be present.
(+) Custom combo colouring can be setup in the song setup dialog.
(*) Section /fail sprites are cached.
(*) Section /fail sample volume increased.
(*) Slider ball drops correctly with the new fail animation.
(*) Fixed replay not working for non-ranked songs instantly after playing them.
(*) Date/time is now stored for local replays.
(*) Custom combo colours are retained when saving in the editor.
(*) dialog starts in centre of osu! window, rather than some random location.
(*) Reverting changes doesn't prompt if no changes have been made.
(*) osu! logo on main menu re-rendered (glow at the bottom isn't clipped anymore).

Still got a couple of bug-fixes for the section rankings which I didn't get around to looking at. But there are quite a few other things I got done! Alas, its 3:30am >.>

peppy wrote: 6w4l42

2008-02-01
(*) Slider ball drops correctly with the new fail animation.
Haha, awesome. Can't wait to see it in action :)
Topic Starter
2008-02-02
(+) Background colour changes can be scripted. Its a start.
(*) Fixed names with spaces not working correctly in in-game chat.
(*) Fixed 'ki' sitting on top of the pause screen.
(*) New netcode for all incoming requests (roo's first contribution - hooray!).
(*) Fixed section ranks randomly appearing at end of song.
(+) Web: Added non-english language forum.

zzzzzzzzzzzzz
Munch.
Topic Starter
2008-02-03
(*) Testing a level after the last hitcircle will test form the beginning
(*) Background colour changes are saved by the editor.
(*) Restored old tap formula (oops).
(*) Changed 'ki' transition. Looks a lot more natural.
(*) Fixed dodgy window focus problems with osu!.
(!) Migrated to XNAv2, Bass2.4beta. Changed some routines and gained quite a bit of performance, especially on the audio front. Unfortunately sliders are pretty screwed up... not sure if the new XNA is usable.
(+) Web: Player ranking is sortable and fully searchable. (Echo)
(+) Web: Player ranking includes totals of SS, S and A ranks. (Echo)
(+) Web: New frontpage statistics added. Check them out.
(+) Web: Live feed of chat to front page.

Too much experimentation to even warrant a test build tonight. And its 8am, so I'm not confident enough anyways :d. *sleeps*
Now if you could just sort the list by S/SS/A. Would provide for some interesting stats. Maybe a new form of ranking. He who has the most S/SS/A wins. :P

peppy wrote: 6w4l42

(+) Web: New frontpage statistics added. Check them out.
Just out of curiosity...



What are those red/green boxes for?


Also I love the new emotes. :P
This map has been deleted on the request of its creator. It is no longer available.

rtsmarty wrote: 6u241e

What are those red/green boxes for?
They indicate a (green) or fail (red) for that particular attempt.
Topic Starter
2008-02-03 b188
(+) Added two new skins (EliteBeatOsu! by LuigiHann and Shiruva by devkit4384).
(+) Currently spectating players are listed in play mode.
(*) Fixed texture disposal bug.
(*) BSS dialog changes to make things more straight-forward.
(*) BSS will remove old versions on re-. This can be done whether doing a standard or full submission!
(*) Distance snapping disabled for the first note following a spinner.
(*) Changes to chat button graphics as to make them less confusing.
(!) Reverted to XNA1.1.

roooooooooar! public release at 4am on a monday morning. smart or what! let's hope everything works smoothly. this is a pretty big one :D.

btw if you're wondering why the 3rd occurs twice in this changelog... i screwed up and forgot about jan 31st.
Topic Starter
2008-02-04
(*) Fixed bug where names containing single-quote characters (') could not beatmaps.
(!) Modded some beatmaps. Felt good to take a short break after a late night getting that public build out :).
(+) Web: Beatmap listing sortable by ranking. (Echo)

After going to bed at 4am last night, I couldn't really think enough to code new stuff. And besides - its the first day of a new build... who know what bugs might surface.

On another note - why are the forums so quiet today?

peppy wrote: 6w4l42

On another note - why are the forums so quiet today?
I wasn't around???

peppy wrote: 6w4l42

On another note - why are the forums so quiet today?
I'm getting less notification E-Mails on new posts, so I'm not replying as much. Also, lots of people have school if they are not out of school yet, so that is a possibility.
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
2008-02-07
(+) New game mods: HardRock, SuddenDeath and DoubleTime. SuddenDeath is fixed at no multiplier change, HardRock/DoubleTime are yet to be decided. welcome.
(+) Mouse wheel changes volume during play mode.
(+) Middle mouse button opens menu during play mode.
(+) Two new sort modes - FavouritesA and FavouritesB. I'll let you figure out those ;).
(+) Simple fade, scale, rotation tweens implemented for storyboarding (no editor ).
(+) Simple movement tweens being read from beatmap file for sprites.
(+) Added automatic bpm/offset detection in editor. Not too reliable (as expected) so not sure whether this will make it to public. (Testers can try this using the shortcut alt-t)
(+) Ctrl-Up/Down snaps audio speed to presets in editor.
(+) Added song selection options to clear the unplayed list and delete beatmaps from disk.
(*) Fixed hidden mod affecting edit mode (for real).
(*) Spacebar in play mode skips (even when not watching a replay).
(*) Local replays actually display the date properly (it was being stored correctly since last public build, but not displayed in-game).
(*) Unplayed beatmaps as played even when they are not ranked.
(*) Removed grey outline from all stars except those used to display difficulty. Looks cleaner this way.

No, I wasn't slacking off -- quite the opposite. I was coding so late over the last few days that I fell asleep before I could post the changelog and make new test builds. I have merged the last three days into a single changelog entry just to save triple-posting. Hope something excites you guys ;).

Aiming to get a test build out tonight. Let's see now.
Holy wow. That looks terrific.
Topic Starter
Oh yeah, this might have something to do with my productivity levels. :D

Edit: if it wasn't clear, my monitor transformed from 17" to 24"
Those seem to be terrific updates Peppy. I'll update my Osu! when I can, even though I'm not playing as much anymore. My apologies on that.

I can assume what Hard Rock! is going to end up as, but maybe you can make the modifier a little lower than Hidden or something.

Heh, happy days on the monitor. On an unrelated note, today's Chinese New Year! :D
:

-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.
-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. :)
-It'd be cool if the little mods mini-menu was arranged something like this:
[no video ] [   hidden   ]
[easy mode] [ hard rock ]
[ no fail ] [sudden death]

So roughly opposite mods will be next to each other, for a sort of symmetry. Just a thought.
-Finally, I think that active mods need to be more visibly highlighted.

Other than those mostly-nitpicks, I think these are fun additions. I don't have any good ideas for score modifiers. I don't pay much attention to the rankings, because I don't play at a very high level :?
Topic Starter

LuigiHann 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.
Agreed

LuigiHann 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. :)
Agreed

LuigiHann wrote: 6o5n1z

-It'd be cool if the little mods mini-menu was arranged something like this:
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.

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.
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.
Requesting an option to add an entire osz (ie all difficulties) to favourites as oppose to just doing each difficulty at a time ={
I take back what I said about the approach circles in Hard Rock mode. They're definitely fast enough.
Farucon Pan! [Insane] Hidden HardRock DoubleTime Nofail

oh gawd
Topic Starter
2008-02-08
(*) Hard rock icon fades out correctly.
(*) Double Time speed reduced.
(*) New mods show up on the ranking screen.
(*) Adding a map to favourites adds all difficulties.
(*) Adding timing points shortcut (Ctrl-P) works in all editor modes.

peppy wrote: 6w4l42

(*) Double Time speed reduced.
:(
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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.
Topic Starter

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.
SS is for hidden only (its the ghost S/SS)

Let's see what people say about this before we introduce any new ones. Feel free to start a feature request post.
Topic Starter
2008-02-10
(*) Scoring code changes.
(!) Finished building my new PC :D

I made a new pc over the weekend. Spent quite a while reinstalling all my software and getting ready for osu! dev on a new pc ;o. Its a beast though - quad cores are awesome.
Topic Starter
2008-02-11
(+) Right-click popup code for song selection screen. Not fully smooth yet.
(*) Improvements to new button rendering (options menu in song selection).
(*) Fixes to click handling code which may improve overall performance.
(*) Fixes for instability when multitasking with osu! open.
(*) Fix for IRC erroring out when a connection cannot be established and 'F8' is pressed one or more times.
(*) Deleting a beatmap displays the correct name on the notification message.
(*) Half stars render correctly (rather than looking like 2/3 stars).
(*) Internal restructuring of code.

Edit: added a few more entries... hello 4am

peppy wrote: 6w4l42

(!) Finished building my new PC :D - quad cores are awesome.
That they are. <3
Topic Starter
2008-02-12
(*) Unnecessary file deletion skips wav files in the beatmap directory.
(*) Buttons are once again clickable.
(*) Fixed side-effect bug with spectator mode.
(*) Fixed bug where favourites are not deleted successfully.
(*) Improved popup menu.
(*) Fixed mousewheel volume changes being bugged.
(*) Bookmarks can be skipped through by holding ctrl-left/right, rather than having to continually press.
(*) Mod selection tidied up, rearranged.

Hello 7am. Is this a pattern?
How soon till the next public release?
Topic Starter

chan wrote: 5z6h5t

How long till the next public release?
Aiming for Friday again. I'll try and keep a weekly release up as usual. Still got a few things to fix up, and some final touches to storyboard scripting.
Topic Starter
2008-02-13
(+) Colour transformations/tweens added for storyboard scripting.
(+) Layer depth handling improved for storyboard sprites.
(+) Easing for tween lines.
(+) Origin for storyboard sprites.
(+) IRC sendline cursor location can be seen, as well as selected text.
(*) Fixed clicking "update to latest version" opening webpage at main menu.
(*) Editor help is only displayed on compose screen.

Started work on the osu! official tutorial. Looking pretty neat considering its my first attempt at using storyboarding (via direct scripting - not ed in editor yet :?)

Exclusively to those using the test build, you can have a look at the tutorial so far by extracting this rar file to your songs directory. Keep in mind the music is temporary until the original track is complete. You will need to be running the latest test build of osu! in order to be able to run this demo.
arghhhh

I started on my storyboard beatmap a couple nights ago but one pile of shit after another is being dumped onto my plate and I really have nothing to report at this point in time ;___; I'm also supposed to be away this weekend (how fortunate) and doubt I'll get much anything done until next weekend

this sucks >=L
Topic Starter
2008-02-14
(+) Both types of in-game stars are now skinnable (star.png is the one used for difficulty, star2.png is used for star-bursts).
(+) Added sound sample event type to storyboarding.
(+) Added layering for storyboarding.
(+) Layer swapping during gameplay. At the moment a slight 'flash' can be witnessed during a layer swap (ie. failing -> ing, ing -> failing).
(+) Editor respects storyboard scripts, and saves them correctly after load.
(*) Fixed errors with localisation and storyboarding.
(*) Name displayed while watching replays doesn't have '-osu'.
(*) Posting a song with no artist specified doesn't add the '- ' prefix in the forum post's subject.

And with that long run, storyboarding scripting seems near completion. What is left would involve moving the point which the /fail graphic appears, and a few minor touches (unless you guys request more).

I'll release the script spec. tomorrow so anyone interested can throw things together even before the editor functionality is available. Of course, if you read above, the editor is now capble of saving and formatting the storyboard scripted beatmaps - so you can add storyboarding in at any point and not worry about losing the script during touch-ups.

hohohoho
Nice, storyboarding sounds seriously awesome. I lack the artistic talent to make my own storyboards though, maybe I'll subcontract to Trish or something.
Topic Starter
2008-02-15 (b196)
(*) Sound samples are layer dependant.
(*) Fixed bug with saving breaks.
(*) HardRock +6%, DoubleTime +12%.
(*) Initial HP climb is fast enough in DoubleTime now.
(*) Fixed overlapping slider ticks from appearing in play mode. They still appear in edit mode to help with the editing process.
(*) Spinner spinning requirements halved in doubletime.
(*) Fixed frequency being set incorrectly for custom sound effects that don't run at 44100hz.

6am.

Enjoy the public release.

Edit: Fixed a few bugs. 6:45am
New update! I like the new mods and how the rankings slide in, and the options!
Reikasuya
Ever since I updated the game recently, songs with video tend to lag very badly for me.
Topic Starter

Reikasuya wrote: 3z526m

Ever since I updated the game recently, songs with video tend to lag very badly for me.
You're definitely not alone - I will be looking at this sometime soon. Until then please put up with it or disable video ;).
Topic Starter
2008-02-16
(*) Storyboarding layer fixes.
(*) Storyboarding allows subfolders.
(*) EliteBeatOsu! v3 by LuigiHann.
(*) Pipe character spam in chat fixed.
Topic Starter
2008-02-17
(+) Number of custom combo colours in rotation can be chosen (2-5).
(+) Storyboarding looping groups allows a collection of tweens to be looped for n-times with only a single script entry.
(*)Save->load is no longer required for custom colours to be updated in editor.
(*) Database optimisations - loading scores in-game should be around 20000x faster.
(+) Web: Player ranking shows rank change in last 24hours (thanks to Echo!).
(*) Web: Increased performance of flash header on web page. Was causing lag for some s.
(*) Web: Minor webpage modifications - cleaned things up. Added a donate button on every page (a long-running suggestion).
Topic Starter
2008-02-18
(+) Sample volume can be adjusted on a per-beatmap level.
(+) Tip of the day added into editor!
(*) Reorganisation of the song setup .
(*) 'V' key in editor skips to end of audio if already ed the last hitcircle.
(*) Code cleanup and slight optimisations.
(*) Fixed bug where custom colours were not being saved properly.
(*) Enabled visual styles for windows forms. Meant to do this a while ago.

Steady progress. Will hold off next public release until Friday again - gives some time for me to get some interesting stuff in there.
Lol for tip of the day. Is that something that you will actually change everyday or are there just a set list of tips that it goes through?
Topic Starter
2008-02-19
(+) Sample volume can be set per timing section.
(+) 'T' key taps in timing mode. 'R' key resets current timing section's timings.
(+) Added new tips of the day (thanks sinistro). YES I KNOW THESE ARE NOT ALIGNED!
(*) Timing Setup dialog redesign.
(*) Loop events are saved correctly by the editor.
(*) Combo colour selection is more sane.
(*) Fixed bug where avatar and stats were not updated on logging out/changing active .
(*) Changed appearance of error/announce/notice text popups. Can be dismissed by clicking.
(*) Gave tooltip more padding away from mouse cursor so it doesn't get overlapped and hidden.
(*) More optimisations to sprite handling code.
(+) Web: Forum rank titles added.
Topic Starter
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
2008-02-21
(*) Fixed blurry text rendering at 800x600 using new render engine.
(*) Fixed crashing during spectator mode in some situations.
(*) Scroll bar added to submit window.

Took a break and caught from coding and caught a few extra hours sleep, and made my monthly beatmap :). Go check it out.

peppy wrote: 6w4l42

Took a break and caught from coding and caught a few extra hours sleep
Evidently you have much better grammar when you're sleep deprived. :)
Not really. See sig.

<3
Topic Starter

Saturos wrote: 1q93o

Not really. See sig.

<3
I kinda feel bad having that in your sig because I actually did that one on purpose. This time around I didn't...
Topic Starter
2008-02-22
(+) Added parameters event with flip horizontal/vertical . _P,0,<startTime>,<endTime>,<parameterCode1>,<parameterCode2>,<parameterCodeN> where the codes are currently H for horizontal flip, V for vertical flip.
(*) Fixed sprite draw order being incorrect after a paste.
(*) Fixed whistle/finish icons not lighting up in some cases.
(*) Fixed bookmark deletion to delete the closest bookmark to the current position, rather than the first one found.
(*) Changed storyboard/section ranking /fail to match the HP bar icon correctly.
(*) Storyboarded samples will play correctly in the editor (not only the first time).
(*) Song setup screen volume adjustment adjusts all timing section's volume if they haven't been modified directly.
(*) Fixed bug where a 'Geki'/'Katsu' combo end is possible even with misses previously.
(*) Moved 'OK' buttons on dialogs to the left. What was I thinking?!
(*) Fixed flashing of background image at start of song.
(*) Fixed bug with slider sounds and timing section sample-set changes.
(*) Huge code tidy up part 2!

5:11am

Public build tomorrow or Sunday, I promise :).
Topic Starter
2008-02-23
(+) Added countdown sprites. Can be disabled on a per-beatmap basis.
(+) Progress in titlebar during play.
(*) Changed titlebar text slightly (more concise).
(*) Changed the way section /fail displays - if possible it displays the O/X.
(*) Fixed fire not displaying (oops).
(*) Fixed long-running problems with click depth order (ie. being able to click the URL on the title screen behind the chat buttons).
(*) Better handling of beatmaps which error out during processing.
(*) Interface hovering animations are handled a lot better.

Sunday it is ;)
Topic Starter
2008-02-24 (b210)
(+) Added audio samples for countdown (thanks to GuardianHX)
(*) Fixed slider sounds not working for skins.
(*) Improved efficiency of sample loading.

public release is up.
Topic Starter
2008-02-24 (testing)
(+) New text renderer used in song selection (for song listing only). please!
(*) Fixed loops not saving correctly.
(*) Fixed bug where "No scores have been set" displays incorrectly in some cases.
(*) Performance tweaks - startup time should be ~1-2s faster, and overall performance on lower-end machines should be improved. Still working on the stuttering some people are experiencing.
(*) Adding to favourites displays a more appropriate message.
(*) Storyboarding works with '_' instead of ' ' characters.
(*) Storybaording works with '/' instead of '\' characters.

5:41am
New font looks much cleaner. I quite like it.

Oh man finally started storyboarding today and it is so fun
So I ed the latest build, started a beatmap, and went:
"HOLY SHIT! Voices were implemented? Did I just hear my voice?!"
Awesome. Freaking awesome.
Super-newest test build is a very nice version of the second-newest. Also good stuff.
Topic Starter
2008-02-25
(*) New text renderer shouldn't lag anymore (tell me if it does you testers).
(*) Storyboard erroneous lines throw a soft-error and continue to load, rather than crashing osu!.
(*) Erroneous beatmap files which cannot be read at all are caught and a dialog will prompt on osu! start to delete such files.
(*) Timing setup window sample preview buttons update depending on the choice in the window.
(*) Timing points with sampleset changes which occur simultaneous to a hitcircle apply the sample change to that hitcircle itself.
(*) Fixed bug where 'nnnn' would end up in the search bar when answering popup dialogs when exiting the editor.
(*) Total restructure of input and main game loop code. Wow, that was scary.
(*) Japanese unicode font sprite dropped from dll. All song titles are now rendered using the new font renderer, with native fonts on your system. This means that song titles should potentially be fully unicode ive. Of course, there are some forum/web scripts that don't such characters yet which will need modification too.
(*) Progress metre display beatmap play time, rather than audio time.
(*) Found source of stuttering lag in game. Will fix tomorrow - quite a large change required (GODDAMN ITS XNA'S FAULT YET AGAIN).
Topic Starter
2008-02-26
(+) Mousewheel works to scroll backwards in history in chat.
(*) Fixed slider memory issues.
(*) Fixed spinner issues.
(*) 1/8 snap divisor causes a warning to display.
(*) Reorganised library code. Quite a few dlls cut up and optimised.
(*) Optimisation for song select. Reduction of around 30% u cycles.
Topic Starter
2008-02-27
(+) Keyboard control in song selection drastically improved.
(*) Video performance +25%.
(*) Song selection performance +70%.
(*) Sprite rendering performance +15%.
(*) Fullscreen bug fixed (I think - can't replicate).
(*) Changed hit circle hit animation (a bit less smooth, more impact?). What do you think?
(!) Quite a huge internal change for those performance increases - testers please check well for bugs :).

Externally boring yet very tedious changes that hopefully some of you will appreciate.

5:46am
or... 6:46am

peppy wrote: 6w4l42

5:46am
I was gonna say...wtf is peppy doing online it's almost 4pm awptime jeez leweez

(btw for what it's worth I tried testing the update resetting the mouse sensitivity thing and I found no issue so I don't know what was going on in the irc yesterday)
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