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Skinning tutorial (+ skinning ) 646s2v

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but when i use the sliderballflip : 1 i always get 0
May I ask, how to in puush?

Neko_Yuri34 wrote: q2b2o

May I ask, how to in puush?
in Puush.me, activate your from the E-mail website itself, it and install, click the puush Icon then click on the colorless puush icon
go to key bindings if you are new to puush then the file

vahn10 wrote: 6c2y5u

Neko_Yuri34 wrote: q2b2o

May I ask, how to in puush?
in Puush.me, activate your from the E-mail website itself, it and install, click the puush Icon then click on the colorless puush icon
go to key bindings if you are new to puush then the file
or...
>go to your skins folder
>find your .osk
>right-click and select "puush"
Not sure why but when I let go of a key in o!m, the "mania-stage-light"s have a weird flash as if I had pressed a key twice. This doesn't happen with the regular non-skinned lights however. It only flashes once if you don't skin it. Is there a way to fix this?

MyTeddy wrote: 524w1k

Not sure why but when I let go of a key in o!m, the "mania-stage-light"s have a weird flash as if I had pressed a key twice. This doesn't happen with the regular non-skinned lights however. It only flashes once if you don't skin it. Is there a way to fix this?
yeah, animated stage light is crap

JeMhUnTeR wrote: 605c39

MyTeddy wrote: 524w1k

Not sure why but when I let go of a key in o!m, the "mania-stage-light"s have a weird flash as if I had pressed a key twice. This doesn't happen with the regular non-skinned lights however. It only flashes once if you don't skin it. Is there a way to fix this?
yeah, animated stage light is crap
there are chances that o!m animated stagelights will go perfect as fark... about 25% i guess
and it's the game's fault, if i'm wrong
FunnyFunkyCow_old
Sorry if these have been repeated, couldn't find anything via a google search :P

But about the matchsetup-background and search-background... do they still work at all? I can't seem to make either of them work at all, kinda frustrating..

FunnyFunkyCow wrote: 564m5r

Sorry if these have been repeated, couldn't find anything via a google search :P

But about the lobby-background and search-background... do they still work at all? I can't seem to make either of them work at all, kinda frustrating..
you heard it right... FFC

those elements won't work anymore

the menu-background.jpg is the new lobby-background and search-background.
Topic Starter
So, time to start making an update! A slow one…

[1.] Introduction – Will contain needed things to start skinning and both templates (old and new) to .
Yes, you need something better than paint

[2.] Skinning Basics - this part will contain REAL BASICS of skinning like : “What is skinning” “How to install skins” “Type of skins that people like/prefer” “Which parts can be animated and how” “Difference between old style skinning and new one” and other general informations that should be here.
And of course information about why nobody likes your skin!

[3.] Skin.ini – Will be the same as it is now. Probably I might do a little clean up.
In other words, "how to mess up your skin"

[4.] Standard mode skin parts – This will be the largest part of tutorial. I will divide it into 2 parts :
New style skinning and old one. Old one will contain all standard parts and information about them. New style will contain only these that have different behaviour and parts from old one.I might include some tutorials how to do nice things, same as I have added tutorial how to crop characters to use them as combobursts etc.(Still, I need to remade it)
Nothing to see here, move along!

[5.] osu! Catch the Beat parts - well, not much too do here since nobody plays CtB.
(teehee, just kidding) : Information about skinning fruits and catcher.

[6.] Taiko parts - Same as standard ones. Information what can we do with them, what we shouln’t and why is so HARD to find fully skinned taiko…
Because nobody cares to do it okay?!

[7.] osu!mania – 2 parts : General skinning of this mode and second one will be detailed description how [X]k.ini file works and what we can do with them.
Why do you even need tutorial for this… just port skin from other game!

[8.] Sounds! – rarely(or sometimes) made by skinners, maybe because there is lack of proper tutorial how to make them…
Stop looking at me! I will do this. :<

[9.] Creating .osk files - a few words about how to make osu!skin files.
Because zips and rars are bad okay?

[10]. ing screenshots and skin itself onto file sharing sites. Generally I will create mini-tutorials for dropbox, puush and mediafire.
Others file hosting services are bad! And you should feel bad!

[11.] Creating nice and friendly skin threads – Few hints how to make your thread more pleasant to viewer.
Posting “Hello there, I made a skin. Here, it at xxxxxxx. Ok, thx, bye.” is bad for health.

Clean list without crappy spoilers.
[1.] Introduction – Will contain needed things to start skinning and both templates (old and new) to .

[2.] Skinning Basics - this part will contain REAL BASICS of skinning like : “What is skinning” “How to install skins” “Type of skins that people like/prefer” “Which parts can be animated and how” “Difference between old style skinning and new one” and other general informations that should be here.

[3.] Skin.ini – Will be the same as it is now. Probably I might do a little clean up.

[4.] Standard mode skin parts – This will be the largest part of tutorial. I will divide it into 2 parts :
New style skinning and old one. Old one will contain all standard parts and information about them. New style will contain only these that have different behavior and parts from old one.I might include some tutorials how to do nice things, same as I have added tutorial how to crop characters to use them as combobursts etc.(Still, I need to remade it)

[5.] osu! Catch the Beat parts - well, not much too do here : Information about skinning fruits and catcher

[6.] Taiko parts - Same as standard ones. Information what can we do with them, what we shouln’t and why is so HARD to find fully skinned taiko…

[7.] osu!mania – 2 parts : General skinning of this mode and second one will be detailed description how [X]k.ini file works and what we can do with them.

[8.] Sounds! – rarely(or sometimes) made by skinners, maybe because there is lack of proper tutorial how to make them…

[9.] Creating .osk files - a few words about how to make osu!skin files.

[10]. ing screenshots and skin itself onto file sharing sites. Generally I will create mini-tutorials for dropbox, puush and mediafire.

[11.] Creating nice and friendly skin threads – Few hints how to make your thread more pleasant to viewer.

Anything missed?
@MLGnom what version of photoshop? for windows xp?

Osugye wrote: 4i5d

what version of photoshop? for windows xp?
any Photoshop will do... even GIMP or Paint.NET... Corel will do also...
as long as it is not MS Paint because it's bad for your health
Myself, I use Inkscape.
For sounds, you could list all the sounds that can be changed and as for the hitsounds, this guide can help in determining what kinds of sounds to use for each hitsound cause something like a sustained sound on normal-hitnormal will kill streams. D=
Topic Starter

Jackyyy wrote: 5t5s1o

For sounds, you could list all the sounds that can be changed and as for the hitsounds, this guide can help in determining what kinds of sounds to use for each hitsound cause something like a sustained sound on normal-hitnormal will kill streams. D=
Mhm, I remeber that people often complains about sounds. Will try to suggest something to make them better.
is there a skin.ini option to make it so hitbursts display under the hitcircle? like the new default skin does.
Topic Starter
Maybe it is, maybe not. Right now we don't know if there is something new in skin.ini. And probably won't know until full template relase... A lot of things are only available to default skin/new skin behaviour. :/
You've put under 7. spoiler duplicate of 8. 9.
Topic Starter

Marcin wrote: 411m5q

You've put under 7. spoiler duplicate of 8. 9.
Messed up when coping thread. (I almost deleted it's content once, but luckily had backup. :p)

Fixed.
I've noticed the sprite scaling while you're playing osu!mania. Here's the facts that I've discovered so far:

The scorebar is 30% smaller than the original (0.7x), and starts 3 pixels away from left edge of mania-stage-right sprite on the 768-height resolution screen.
The mania-stage-bottom sprite is 60% bigger from the original. (1.6x) Anchor position starts from the center bottom.

Garygoh884 wrote: 1f51y

I've noticed the sprite scaling while you're playing osu!mania. Here's the facts that I've discovered so far:

The scorebar is 30% smaller than the original (0.7x), and starts 3 pixels away from left edge of mania-stage-right sprite on the 768-height resolution screen.
The mania-stage-bottom sprite is 60% bigger from the original. (1.6x) Anchor position starts from the center bottom.
sexy
You can even make the mode selection more in style. Grab the size of the mode icon as 768x128px, then the filling area is 448x128 on the right side.

Topic Starter
It looks the same at every resolution? (Higher, lower, 16:9, 4:3 etc.) ?

Garygoh884 wrote: 1f51y

You can even make the mode selection more in style. Grab the size of the mode icon as 768x128px, then the filling area is 448x128 on the right side.

the only problem in Garygoh's styling is, the size itself (on the left) will overlap the leaderboards
eg. if you will try to cilck KDS' gameplay, which is, at #7... instead of clicking KDS' gameplay, you will accidentally clicked taiko because of the left's overlap
No, I tried that by myself. When I click outside of the mode images (left side) and the cursor wasn't on the scoreboard, nothing happens and no mode was changed. This also applies when the cursor is on the leaderboard.

Garygoh884 wrote: 1f51y

You can even make the mode selection more in style. Grab the size of the mode icon as 768x128px, then the filling area is 448x128 on the right side.

sexy
8. and 9. are still duplicated :roll:

Timorisu wrote: 3l4823

8. and 9. are still duplicated :roll:
Sorry MLGnom, i went and fixed it. hope you don't mind too much :<
Topic Starter
It's okay.

But what the hell... I'm 100% sure that I fixed it previously, I checked it few times. :/
Is there a command for the skin.ini to reduce the amount of star2s?

Timorisu wrote: 3l4823

Is there a command for the skin.ini to reduce the amount of star2s?
there's no command like that

OsuMe65 wrote: 4d3mn

Timorisu wrote: 3l4823

Is there a command for the skin.ini to reduce the amount of star2s?
there's no command like that
Aw man, I really like the ones I have right now but the amount kills it :(
at [colours] what does combo1, combo2, combo3, etc. affect? the color of the hit circles?
thats correct. you can have up to 8 colours i think
Topic Starter
Correct. Up to 8 colours. They are only used when mapper haven't added colours (left them default) or when you disable beatmap skin (in visual settings).
A few weeks ago I compiled a list of all the mania .ini parameters with their default values, and then I forgot to publish it. Hope this helps out some people. There might POSSIBLY be something I'm missing but I don't think so.

This is a 7k.ini example;

[Mania Skin Config]
ColumnLineWidth: 0.7
ColumnStart: 136
BarlineWidth: 1.2
HitPosition: 402
SpecialStyle: 0
SpecialPositionLeft: 1
UpsideDown: 0
JudgementLine: 1
ScorePosition: 325
ComboPosition: 111
FontCombo: score
LightFramePerSecond: 24
ColumnWidth: 30,30,30,30,30,30,30
ColumnLine: 1,1,1,1,1,1,1,1
[Colours]
Colour1: 0,0,0,255
Colour2: 0,0,0,255
Colour3: 0,0,0,255
Colour4: 0,0,0,255
Colour5: 0,0,0,255
Colour6: 0,0,0,255
Colour7: 0,0,0,255
ColourLight1: 255,255,255,255
ColourLight2: 255,255,255,255
ColourLight3: 255,255,255,255
ColourLight4: 255,255,255,255
ColourLight5: 255,255,255,255
ColourLight6: 255,255,255,255
ColourLight7: 255,255,255,255
ColourColumnLine: 255,255,255,255
ColourBarline: 255,255,255,255
ColourHold: 255,199,51,255
ColourBreak: 255,0,0,255
[Keys]
Key0: S
Key1: D
Key2: F
Key3: Space
Key4: J
Key5: K
Key6: L

Quick non-obvious parameter explanations;

[General]
HitPosition: controls where your hit judgement is (the actual spot you have to hit notes)
ScorePosition: controls where the judgement hits (300, 200, 100, 50, miss) appear
ComboPosition: controls where the combo numbers appear

[Colours]
Colour1-8: individually controls lane coloring [ default | edited ]
ColourLight1-8: individually controls the color added to the mania-stage-light.png [ default | edited ]

All color parameters use Red,Green,Blue,Alpha codes.


If anyone has any questions feel free to ask.
Topic Starter
Lovely. Thanks for sharing, I will use this for sure. <3
And if something is missing we will find out what.
Well Recently i decided too make my own skin i followed the instructions on the forum and everything but there is one tiny problem whenever i press z to click it gives me 100s and recently ive been having to only use the x key to click i also tried switching the buttons for clicking and nothing happens im guessing its the skin i can link anyone too the skin if they think they know what the exact problem is.... ME ASAP!
Topic Starter
Check in your skin if you haven't swaped pictures of "hit300.png" and "hit300k.png" with "hit100.png" and "hit100k.png" by mistake.
Yukki_old_1
can we add more frames (up to 15 Frames) to sliderb ? will it affect when we play, like a little bit laggy ?
Topic Starter

[ Y P ] wrote: 5w6a46

can we add more frames (up to 15 Frames) to sliderb ? will it affect when we play, like a little bit laggy ?
Yes. You can add any amount of frames.

I don't think it will affect gameplay in any way. (Actually only High Resolution skin can cause minor fps drops)
Yukki_old_1
thx MLGnom
also another question,
does "Epilepsy Warning Message" editable ? nevermind this one, already got an answer :)
also what is Circularmetre.png ?

[ Y P ] wrote: 5w6a46

thx MLGnom
also another question,
does "Epilepsy Warning Message" editable ? nevermind this one, already got an answer :)
also what is Circularmetre.png ?

i think it's not skinable, and it's the progress bar that shows "PIE" type

Rei Hakurei wrote: 4f2a6p


i think it's not skinable, and it's the progress bar that shows "PIE" type
it is NOT SKINNABLE for sure
I'm hoping skinnable :roll:

OsuMe65 wrote: 4d3mn

Rei Hakurei wrote: 4f2a6p


i think it's not skinable, and it's the progress bar that shows "PIE" type
it is NOT SKINNABLE for sure
it IS skinnable but only at the test build :P

G4R4Su wrote: 54693a

it IS skinnable but only at the test build :P

even mode-X-small on beatmap listing and star3 (turned into star2) lol,

maybe i'll test skin osu-direct.png before expires *runs*

G4R4Su wrote: 54693a

it IS skinnable but only at the test build :P
oh er feature
Yukki_old_1
that's kind of sad news :(
well i hope it will be skinnable for the commercial client soon since peppy put it on the skin template
Topic Starter

[ Y P ] wrote: 5w6a46

that's kind of sad news :(
well i hope it will be skinnable for the commercial client soon since peppy put it on the skin template
First, peppy haven't put them into official template. (yet, but nobody can confirm that he will do it someday)
Second, you can do a lot more in test build than in normal relase, so if you are testing skin or skins parts do that in actual build. You can never be sure what will be added in next upadate.

MLGnom wrote: 3b6q29

First, peppy haven't put them into official template. (yet, but nobody can confirm that he will do itnpredictable someday)
Second, you can do a lot more in test build than in normal relase, so if you are testing skin or skins parts do that in actual build. You can never be sure what will be added in next upadate.
to avoid long talk, let's make this short:
new skinning elements are unpredictable
Hi !

I would like to know if it's possible/how to make the light on a basic lighting.png shorter in the game?
Like...I like the light, but it stays ...forever and can be confusing, so i'd like to make it shorter. is that possible?

Thanks !

Yales wrote: 3b3f3m

Hi !

I would like to know if it's possible/how to make the light on a basic lighting.png shorter in the game?
Like...I like the light, but it stays ...forever and can be confusing, so i'd like to make it shorter. is that possible?

Thanks !
You can make it a bit more transparrent, That works for me atleast

Heibel wrote: 2k5k1b

You can make it a bit more transparrent, That works for me atleast
I tried, it's quite better, but not really what I want. I saw in the osu-template that there's a lot lighting.png, (like lighting-1.png etc.) I wonder if it's possible to do it with frames then. I tried to put several pictures of the hit lighting, but it's not working... i_i
Topic Starter

Yales wrote: 3b3f3m

I tried, it's quite better, but not really what I want. I saw in the osu-template that there's a lot lighting.png, (like lighting-1.png etc.) I wonder if it's possible to do it with frames then. I tried to put several pictures of the hit lighting, but it's not working... i_i
It's only to make animation of lighting. We can't change the time of how long it will be displayed on screen. :/

MLGnom wrote: 3b6q29

It's only to make animation of lighting. We can't change the time of how long it will be displayed on screen. :/
Even if I make some totally transparent frame in this animation? ... Well I guess it can't take the color of the circle if I do this that way..

It's ok, thank you very much for your answers.

I appreciate :).
Topic Starter

Yales wrote: 3b3f3m

MLGnom wrote: 3b6q29

It's only to make animation of lighting. We can't change the time of how long it will be displayed on screen. :/
Even if I make some totally transparent frame in this animation? ... Well I guess it can't take the color of the circle if I do this that way..

It's ok, thank you very much for your answers.

I appreciate :).
Yes, animation doesn't extend the length of lighting. It simply have it constant. More frames = faster animation.
I made an animation for my Back button but it's going too fast,is there any way to make it slow? Adding more frames doesn't seem to work..
Topic Starter
Use "AnimationFramerate: X" frames in skin.ini. But this option will also affect any other animations if you have them.
Or to make animation slower add frames in other way. "play-skip-0" and "play-skip-1" is using same picture number 1, "play-skip-2" and "play-skip-3"is using same picture number 2 etc.
If it's still too fast add more frames as "frame 1" "frame 2" etc.

MLGnom wrote: 3b6q29

Use "AnimationFramerate: X" frames in skin.ini. But this option will also affect any other animations if you have them.
Or to make animation slower add frames in other way. "play-skip-0" and "play-skip-1" is using same picture number 1, "play-skip-2" and "play-skip-3"is using same picture number 2 etc.
If it's still too fast add more frames as "frame 1" "frame 2" etc.
("Summary"):

AnimationFramrerate: (insert number here)
- defines a constant framerate for any animated elements (skin.ini option)
eg. AnimationFramerate: 20 (every animation will go 20 frames)
Note: the lower the number, the slower the animation

if still too fast

Repeating Frames
- by using a single image for 2 frames, the animation will go slower than usual, but the consequence is: skin size will increase
eg. Image1 = play-skip-0 and play-skip-1, Image2 = play-skip-2 and play-skip-3

if still too fast

use a single image for 3 frames
Great tutorial. Can I translate this into Chinese for my friend? I won't release it on any other places.
Topic Starter

Klaudia Klose-KL- wrote: 1o5227

Great tutorial. Can I translate this into Chinese for my friend? I won't release it on any other places.
Sure, go ahead. I don't mind if you will give it to someone else. It's good to have it translated into other languages.

OsuMe65 wrote: 4d3mn

MLGnom wrote: 3b6q29

Use "AnimationFramerate: X" frames in skin.ini. But this option will also affect any other animations if you have them.
Or to make animation slower add frames in other way. "play-skip-0" and "play-skip-1" is using same picture number 1, "play-skip-2" and "play-skip-3"is using same picture number 2 etc.
If it's still too fast add more frames as "frame 1" "frame 2" etc.
("Summary"):

AnimationFramrerate: (insert number here)
- defines a constant framerate for any animated elements (skin.ini option)
eg. AnimationFramerate: 20 (every animation will go 20 frames)
Note: the lower the number, the slower the animation

if still too fast

Repeating Frames
- by using a single image for 2 frames, the animation will go slower than usual, but the consequence is: skin size will increase
eg. Image1 = play-skip-0 and play-skip-1, Image2 = play-skip-2 and play-skip-3

if still too fast

use a single image for 3 frames
I did what has been said,8 single image with 8 frame each,it still doesn't work :cry:
Topic Starter
Can you provide it for me? I want to check what's wrong.

xXDoNiXx wrote: 3b6u7

you have to include the black bar on the top cause if you don't add the black bar osu goes LSD XD

options-background.png example without the black bar on the top:

i hope this could answer your question :)

Can you gift me link :D

Zero Black wrote: 1es4f

xXDoNiXx wrote: 3b6u7

you have to include the black bar on the top cause if you don't add the black bar osu goes LSD XD

options-background.png example without the black bar on the top:

i hope this could answer your question :)

Can you gift me link :D
it's not ed anymore,
options-background, match-background, lobby-background, osudirect-background are replaced by menu-background.jpg which is only for er
FunnyFunkyCow_old
Not too sure why, but my ranking-retry isn't working and instead it's using my pause-retry.... This applies for all of my skins..
And ranking-replay/ ranking-back isn't working either... Anyone have any clue why?
try to deselect "Prefer new default when skin behaviour (animations etc.)" in the Skin tab (Options)
FunnyFunkyCow_old

OsuMe65 wrote: 4d3mn

try to deselect "Prefer new default when skin behaviour (animations etc.)" in the Skin tab (Options)
Thanks :D
It worked!

Another question based off of this one though, I like the spinner when this is checked A LOT more than when it's checked off... is there a way to use only the spinner?

FunnyFunkyCow wrote: 564m5r

OsuMe65 wrote: 4d3mn

try to deselect "Prefer new default when skin behaviour (animations etc.)" in the Skin tab (Options)
Thanks :D
It worked!

Another question based off of this one though, I like the spinner when this is checked A LOT more than when it's checked off... is there a way to use only the spinner?
spinner-top
spinner-bottom
spinner-middle (time limit)
spinner-middle2

p/2190350/

edit: i didn't know about that o.o
If you have the new default skin option disabled osu will use the old spinner style even if you have the new spinner elements in your folder. If you want the new spinner you have to use the new style.
FunnyFunkyCow_old

TouchFluffyTail wrote: 3r633k

If you have the new default skin option disabled osu will use the old spinner style even if you have the new spinner elements in your folder. If you want the new spinner you have to use the new style.
Oh ok, and aside from a few things in the ranking, are there any other changes in the new style?
Well I'm not entirely sure what the option toggle reverts, the skin update changed a lot of things. Hit circles fade differently, slider track points animate into place, judgement hits (300 100 50 miss) draw and decay differently and have an animated particle effect, the spinner was completely redesigned, the HP bar changed in style, and the countdown also completely changed.

The rank menu buttons being unable to be skinned with the new skin was an old bug I believe? I forget since I never really messed with it, you should try using the prefix of 'pause-' on the buttons instead and see if that works. 'pause-back' 'pause-replay' and such.

Edit: this of course means with the NEW default style enabled.
FunnyFunkyCow_old

TouchFluffyTail wrote: 3r633k

Well I'm not entirely sure what the option toggle reverts, the skin update changed a lot of things. Hit circles fade differently, slider track points animate into place, judgement hits (300 100 50 miss) draw and decay differently and have an animated particle effect, the spinner was completely redesigned, the HP bar changed in style, and the countdown also completely changed.

The rank menu buttons being unable to be skinned with the new skin was an old bug I believe? I forget since I never really messed with it, you should try using the prefix of 'pause-' on the buttons instead and see if that works. 'pause-back' 'pause-replay' and such.

Edit: this of course means with the NEW default style enabled.
Read a bunch of the older posts, I have a general gist of it. Extreme emphasis on general.
It just looks strange because I made the pause-retry on the left side, so on the ranking, there'd be a retry in the ranking xD
Thanks~

edit: Pretty sure this is old news, but when you have two monitors with new style, you can't move your cursor out without alt-tabbing :P
FunnyFunkyCow_old
Found this online, is it possible to change the main screen icons? (the big Osu! button/ play/ edit/ options/ the icons in the top right/ online s/ show chat)
That's a screenshot of an old main menu design, and no, it's not possible to skin anything on the main menu other than the background. (which is er only)
Is there a way to slow down the menu-back-(0,1,2,etc...) gif? My gif is going by way to fast and looks bad.
Topic Starter

ScarletFrost wrote: 4v4io

Is there a way to slow down the menu-back-(0,1,2,etc...) gif? My gif is going by way to fast and looks bad.
The only way to slow down menu-back is adding "AnimationFramerate: <number of frames per second>" to [General] part in skin.ini .
Lower value will slow it down.
Example :
AnimationFramerate: 3 - will load 3 frames of animation per second.

that it wll affect any other animations (excluding slider ball).
Why does my Skip button and back button going at different speeds if they have same AnimationFramerate:?
Would it be, because of amount of frames you have for each set of picture?
Topic Starter
Correct.
For example :
If your skip button have 12 frames, menu button have 28 and you have set "AnimationFramerate : 4" skip will only take 3 second to make loop and for menu back it will take 7 seconds.
Thanks for the help <3
Thanks for the help :)
Thanks for everything. but generally rather you helped me a lot in the COLORS COMBO that I came looking for a while ... thank you very much
Hello there!

I'm currently working on my first skin, and I have some difficulties with the spinner. I used the stickied tutorial on how to make one, but the spinner-background is a bit darker in-game than in the original file, which destroys the effect of the spinner-metre somewhat. I guess that the new skin-behaviour has something to do with it, so what can I do to fix this?

I ed my spinner-background, my spinner-metre and an in-game screenshot for better understanding.
Be careful, these images are quite large!


Thanks in advance!

Shojhi wrote: k1or

Hello there!

I'm currently working on my first skin, and I have some difficulties with the spinner. I used the stickied tutorial on how to make one, but the spinner-background is a bit darker in-game than in the original file, which destroys the effect of the spinner-metre somewhat. I guess that the new skin-behaviour has something to do with it, so what can I do to fix this?

I ed my spinner-background, my spinner-metre and an in-game screenshot for better understanding.
Be careful, these images are quite large!



Thanks in advance!
Every skin with that type of spinner gets its background dimmed for good.
tested my own spinner with the same type as yours
Topic Starter

Shojhi wrote: k1or

...
Sadly it's that since "new" skin were introduced. Old style bg's never got fixed, even after many reports. :/
Hello,
im currently trying to make my own skin but i'm not sure how to position the pause-overlay buttons, like its shown in the first post.
Maybe someone knows a quick way to change that :D
To have the buttons appear offset to the left or right rather than the centre you have to make the actual size of the .png larger horizontally with blank space, and then put your actual button on the leftmost/rightmost. This is fudging placement though, and the empty space is still counted as a button and is clickable.
Hmm thank you :D that already helps alot.
Mhm but the position of the button itself isn't changable right? Like with a command in the skin.ini or something.
I wanted to put the 3 buttons right next to each other in the upper left corner but i dont think it will work like that will it?
Unfortunately not. Most everything is in a completely set position and any variations you see in them through various skins are the result of fudging placement with differing resolutions and blank spaces. And some elements - like the pause buttons - don't work very well when you try to fudge them vertically, as they start to overlap.
Hm thats a shame. But still thank you very much for the tip :D.
I'll try to position the buttons with your methode the way i imagined.

OsuMe65 wrote: 4d3mn

Every skin with that type of spinner gets its background dimmed for good.
tested my own spinner with the same type as yours

MLGnom wrote: 3b6q29

Sadly it's that since "new" skin were introduced. Old style bg's never got fixed, even after many reports. :/
Oh, that's a shame. Too bad that it'll not going to work for the time being. :?

Anyway, I tried to skin the new spinners, and it worked pretty good so far. But there is still one question that pops up in my head: Is it possible to change the spinner from it's non-spinned condition until it's spinned?

I guesss that this wasn't a good formulation, so here's an example: At the start of the spinner, the image should be balck and white. I guess that this position is represented by the spinner-bottom in the new skin behaviour.
After the player starts to spin, the spinner should turn from B/W into color over the course of the spin. This would be spinner-top, if my assumption is right.

After my reasoning I tried it out with a spinner-bottom in black and white and with a spinner-top in color, but this didn't really worked out, since the spinner was in color at all time. I guess that means that I still don't understand much of the new spinner behaviour, and I thought that I could figure it out. Oh well. :(

It would be very helpful if someone could point out the exact useage of spinner-top and spinner-bottom, although I guess that this was already explained earlier in the thread.
All the spinner elements are on screen at once during a spinner. spinner-top is overlaid onto spinner-bottom, and when start spinning both these elements spin at different rates to give the crazier swirl effect. spinner-middle get additive red color as you spin acting as the spinner metre. spinner-glow gets additive blue color as you spin acting as a secondary spin metre, and then flashes whenever you get a spinner bonus tic.

If you want to make your spinner gain additive color as it's spun you should try messing with a solid spinner-glow and mostly transparent spinner-top/bottoms. You can also manipulate exactly what color the final result will be by making your spinner-glow a specific color that mixes with the additive color to make a different result.
jayjay_10

James2250 wrote: 4q2065

Edited a few things (made some parts easier to read and changed a few comments on it: default x . , % never need to be skinned as they will not be used in game, combo bursts should never exceed 500 width etc)

Stickied as has some nice info for beginners here~

TouchFluffyTail wrote: 3r633k

All the spinner elements are on screen at once during a spinner. spinner-top is overlaid onto spinner-bottom, and when start spinning both these elements spin at different rates to give the crazier swirl effect. spinner-middle get additive red color as you spin acting as the spinner metre. spinner-glow gets additive blue color as you spin acting as a secondary spin metre, and then flashes whenever you get a spinner bonus tic.

this is the element order of the new spinner (if i got it right)

OsuMe65 wrote: 4d3mn

this is the element order of the new spinner (if i got it right)
This is correct. As another side note on spinners - spinner-middle2 is basically a spinner-top-top as it's overlaid onto spinner-top and it also spins, giving you three rotating layers to work with. I can't recall if spinner-middle2 spins at the same rate as spinner-top though.
Well, then my plan wouldn't work well with these three individual-spinning spinners, since I'm using a static picture and not a pattern-like one, I guess. A simple spinner should do the job for now. Thanks for the help!

I also finished the hitbursts today, the hit300-images are 102x211 large (height x width). They're fitting nicely and they shouldn't be larger than the hitburts that the template provides, but I would like to make sure, are they too large for regular play?

Shojhi wrote: k1or

I also finished the hitbursts today, the hit300-images are 102x211 large (height x width). They're fitting nicely and they shouldn't be larger than the hitburts that the template provides, but I would like to make sure, are they too large for regular play?
that depends on how you see your hitbursts during play.
well, as for the size... it should work well since it is smaller than the default's 256x256
Mistake, during gameplay, the approach circle lies below spinner-middle2, using my own older skin elements I made.
Awsome, i'm going to make a beatmap now :)
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