Best. Update. Ever.peppy wrote: 6w4l42
2008-01-22
(*) I'm back *waves for the audience*![]()
And good luck getting yourself back on track with the coding skills, :3. Pretty nice updates, at the least. Especially the unplayed song one.
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.
So, when do we get to the update?peppy wrote: 6w4l42
2008-02-28
(+) Maximum score/combo achievable is viewable in test mode.
(+) Even while in distance snap mode, you can stack notes on other notes and sliders without toggling snapping off.
(*) Fixed bug where mouse speed gets reset on running the updater.
(*) Fixed bug in song selection (random crashes).
(*) Improved syncing of videos where offset is negative.
(*) Improved database performance of score retrieval and submission.
(*) Fixed unmapped songs from appearing incorrectly on song select.
(*) Circles only light up when they can actually be hit/missed (not when they can only be shook). I'm pretty sure this is how ouendan works... and even if not - it feels better.
(*) Restored dimming settings/letterboxing to how they were before countdown. Excluded countdown from dimming.
(*) Sprite rendering performance +30%.
(*) Gameplay rendering performance +50%.
Waha~
4:26am. Time for an "early" night.
If you want to test a clean run, delete the osu!.db file. This should be ~50% faster than before.awp wrote: 2d3x2m
Just gave the boot-up a test run. The first time after running osume.exe it took ~20 seconds to start up, though ZoneAlarm MAY have been to blame for that. Subsequent client launching takes about 3 seconds. Now, to just test a clean startup boot...brb ~5 minutes
also I do not mind the main menu bg; I kinda like it. Perhaps this is something that could be -configurable?