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Storyboarding by Scripting

In the .osu file, under [Events]:
Note: underscores can be replaced with spaces.

Sprites and Animations

The size of the active playfield is 640 pixels wide by 480 pixels high. For static background images/effects, it is best to limit images to these dimensions.

Static Sprite:
Sprite,"layer","origin","filepath",x,y
_event, easing, starttime, endtime, [params]
_event, [...]
_event, [...]
Animation:
Animation,"layer","origin","filepath",x,y,frameCount,frameDelay,looptype
_event,easing,starttime,endtime,[params]
_event, [...]
_event, [...]
For animations, specify a filename like "sliderball.png", and name your files "sliderball0.png" to "sliderball9.png" for a 10 frame animation.

frameCount: number of frames in the animation
frameDelay: delay in milliseconds between each frame.
looptype: LoopForever by default
LoopForever - Loops over and over again
LoopOnce - Loops once and stops on last frame.

Z-order (back to front) is determined by the order the files appear in the .osu file. The first storyboard event will be behind everything else, ie. if storyboard event 'A' is above storyboard event 'B', 'B' will be on top of 'A'.

layer:
Background
Fail
Pass
Foreground
Note: Background and Foreground are always visible.

origin:
TopLeft
TopCentre
TopRight
CentreLeft
Centre
CentreRight
BottomLeft
BottomCentre
BottomRight

All Rotations and Size changes (Including Vector Scaling) are affected by origin.

filepath: relative path of the image file (should be in the same directory as the .osu file)
Note: file path must be in double quotes if it has spaces in the filename

x, y: the position of the image
Note: (0,0) is the top left corner while (640,480) is the bottom right corner.

For each of the event types below, the initial value(s) of that event will assume the first assignment given to that event.

event type:
F - fade
M - move
S - scale
V - vector scale (width and height separately)
R - rotate
C - colour
L - loop
T - Event-triggered loop
P - Parameters

easing:
0 - none
1 - start fast and slow down
2 - start slow and speed up

starttime, endtime: the times in milliseconds between which the event will be animated

params:
_F,[...],startopacity,endopacity
startopacity: the opacity at the beginning of the animation
endopacity: the opacity at the end of the animation
0 - invisible, 1 - fully visible
_M,[...],startx,starty,endx,endy
startx, starty: the position at the beginning of the animation
endx, endy: the position at the end of the animation
Note: the size of the play field is (640,480), with (0,0) being top left corner.
_S,[...],startscale,endscale
startscale: the scale factor at the beginning of the animation
endscale: the scale factor at the end of the animation
1 = 100%, 2 = 200% etc. decimals are allowed.
_V,[...],startx,starty,endx,endy
startx, starty: the scale factor at the beginning of the animation
endx, endy: the scale factor at the end of the animation
1 = 100%, 2 = 200% etc. decimals are allowed.
_R,[...],startangle,endangle
startangle: the angle to rotate by in radians at the beginning of the animation
endangle: the angle to rotate by in radians at the end of the animation
positive angle is clockwise rotation
_C,[...],r1,g1,b1,r2,g2,b2
r1, g1, b1: the starting component-wise colour
r2, g2, b2: the finishing component-wise colour

sprites with (255,255,255) will be their original colour. sprites with (0,0,0) will be totally black. anywhere in between will result in subtractive colouring. to make full use of this, brighter greyscale sprites work very well.
_MX,[...],startx,endx
startx: the x position at the beginning of the animation
endx: the x position at the end of the animation
_MY,[...],starty,endy
starty: the y position at the beginning of the animation
endy: the y position at the end of the animation
_P,[...],p
p: the effect parameter to apply
H - horizontal flip
V - vertical flip
A - additive-blend colour (as opposed to alpha-blend)

using the shorthand below with parameters is possible. the applied parameters will take effect during the duration specified only.

shorthand:
This notation can be used to quickly script a large number of the same kind of event over the same time span.
_event,easing,starttime,endtime,val1,val2,val3,...,valN
would create events:
_event,easing,starttime,endtime,val1,val2
_event,easing,starttime + duration,endtime + duration,val2,val3
_event,easing,starttime + 2duration,endtime + 2duration,val3,val4
etc.

shorthand2:
This notation can be used when the start and end time of the event is the same.
_M,0,1000,1000,320,240,320,240
becomes
_M,0,1000,,320,240,320,240
Please note the blank space in the endtime field - this is required.

shorthand3:
This notation can be used when the start and end values of the event are the same.
_M,0,1000,,320,240,320,240
becomes
_M,0,1000,,320,240
Looping

Standard Loops:
Loops can be defined to repeat a set of events constantly for a set number of iterations.
_L,starttime,loopcount
__event, [...]
__event, [...]
starttime: the time of the first loop's start.
loopcount: number of times to repeat the loop.

Note that events inside a loop should be timed with a zero-base. This means that you should start from 0ms for the inner event's timing and work up from there. The loop event's start time will be added to this value at game runtime.
_L,starttime,loopcount
__event, [...]
__event, [...]
Trigger Loops:

Trigger loops can be used to trigger animations based on play-time events. Although called loops, trigger loops only execute once when triggered.
_T,triggerName,start,end
__event, [...]
__event, [...]
start: When the trigger is valid
end : When the trigger stops being valid

Current triggers supported are:
HitSoundClap
HitSoundFinish
HitSoundWhistle
Passing (transition from fail state to pass state)
Failing (transition from pass state to fail state)

Trigger loops are zero-based similar to normal loops. If two overlap, the first will be halted and replaced by a new loop from the beginning.
If they overlap any existing storyboarded events, they will not trigger until those transformations are no in effect.

Sound effects
Sample,time,layer,"filepath",volume
time: the time in milliseconds to start playing the sound effect

layer:
Background = 0
Fail = 1
Pass = 2
Foreground = 3

filepath: relative path of the sound file (should be in the same directory as the .osu file)
Note: file path must be in double quotes

volume: volume of the sound file. (1-100) Can be left off for 100.

Variables

Primitive support for variables is now available. You can define any number of variables by includin a [Variables] section in the .osb file (currently not supported in .osu-specific storyboarding).
[Variables]
$white=255,255,255
Once you define variables, you can use them *anywhere* in the storyboard. This means you can have a variable containing as much as a whole line.
Please don't make variable too small for the moment (ie. don't assign $var=1) because the editor is not smart enough to know where to put variables when it saves. All occurrences of the variables will currently be replaced at save time (so if you have one place you used $white and another you used 255,255,255 they will both become $white after a save in the editor).
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Combo Commander
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looking forward on it. Waiting for the release
Now working on beatmaps of both Osu!taiko and Taikojiro.
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osu! Alumni
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I have no idea what this means, but somebody do some storyboard pls.
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osu! Alumni
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Rolled wrote:
I have no idea what this means, but somebody do some storyboard pls.


afaik peppy's working on one, and I will be when I find the time.
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You'll never pierce my admintium armour. Turns out, someone did!
Tempo Trainee
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I'm bit of an artist myself and once I find out how to work this storyboard thing, I'll get to work on making storyboards for my beatmap, maybe sometime later, I'll may volunteer to make some for the folks as well!
This is my DA account where I upload some of my artwork on. ----> http://pani-poni-tenshi.deviantart.com

~Ao Tenshi
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Maybe since there's more beatmaps than artists out there, you could pick what songs you like and ask the creator if it's ok to make a storyboard for it. I'm sure most will be pretty happy to have you storyboard for them.
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Whistle Blower
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*pops a dunce cap on my head*
Anyone mind splainin' what a storyboard for Osu! is?
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Combo Commander
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But no group?! Ooh...

Well.. I think there should be many clip to made. Like this:

Starring
Part1_50
Part1_100
Part1_300
Part1_pass
Part1_fail
Part2_50
.
.
.
Part4_fall
Ending_Good
Ending_Normal
Ending_Bad
Now working on beatmaps of both Osu!taiko and Taikojiro.
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osu! Alumni
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@pokedigi:

There's not really a point in making all that available because no one will be bothered to make it. Afaik, the original only has 'passing-excellent', 'passing-average', failing (these three during gameplay), pass/fail animations for each break/section, and good/bad endings.

With the current system, the only thing missing is the distinction between 'passing-excellent' and 'passing-average'.

@celsius:

The animations on the top screen in the original games for DS.
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Updated specs to include looping and shorthand.
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One other question...
What do I have to do to be able to write script or where to start, Is there anything special I need to before I can begin writing the script?

~AO Tenshi
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osu! Alumni
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Just a text editor. Open up your .osu file and type away!
Twally Spocks is best pony ♥
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You'll never pierce my admintium armour. Turns out, someone did!
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osu! Alumni
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You'll need test build to be able to see the storyboard, I think... not sure if public has it implemented yet.

Ask peppy for test on irc if public doesn't work, I'm sure he'll give it to you.
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Echo49 wrote:
You'll need test build to be able to see the storyboard, I think... not sure if public has it implemented yet.

Ask peppy for test on irc if public doesn't work, I'm sure he'll give it to you.


Public has all but looping and shorthand events. But yeah - contact me for test build.
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osu! Alumni
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This is an example of what you can achieve with storyboarding (+ a lot of time):
http://www.youtube.com/watch?v=Q6wKUlmFsAY
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