ID:Storyboarding
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Storyboard (osu!) adalah latar belakang bergerak dalam beatmap berukuran 640x480 pixel, biasanya digunakan untuk dekorasi dan terkadang digunakan untuk tujuan dari permainan itu sendiri. Storyboard bisa terdiri dari apa saja, tetapi umumnya berisi satu set efek visual yang dirancang untuk membuat beatmap lebih estetis dan khas bagi pemain.
Dalam pembuatannya, storyboard seringkali sangat sulit dibuat dan memerlukan banyak waktu serta keahlian di bidang animasi dan pembuatan gambar.
Pembuatan storyboard
Storyboard Editor (SBE) terletak di tab Design (shorcut keyboard F2) dalam Beatmap Editor. Pada dasarnya, SBE menawarkan pengguna sebuah cara mudah untuk mengontrol pergerakan sprite sederhana, tetapi sering kli digunakan untuh hal-hal konyol dalam beatmap. Pengguna yang terampil dalam pembuatan storyboard seringkali menggunakan kode-kode hasil SBE, dinamakan Storyboard Scripting (SBS) karena SBS dapat menghasilkan kode yang tidak dapat dihasilkan SBE.
Contoh Storyboard (Indonesia)
link disini
Storyboard Commands
Didalam file .osu , dibawah [Events]: Catatan: garis bawah bisa diganti oleh spasi.
Sprites dan Animasi
Ukuran aktif area bermain adalah panjang 640 pixel dan lebar 480 pixel. Untuk latar belakang atau efek yang tidak bergerak, lebih baik jika ukurannya dibatasi.
Static Sprite:Sprite,"layar","pusat","filepath",x,y _event,easing,starttime,endtime,[params] _event, [...] _event, [...]Animasi:
Animation,"layer","origin","filepath",x,y,frameCount,frameDelay,looptype _event,easing,starttime,endtime,[params] _event, [...] _event, [...]
Untuk animasi, tentukan nama file seperti "sliderball.png", dan namakan file anda seperti "sliderball0.png" sampai "sliderball9.png" untuk animasi 10 frame.
frameCount: jumlah frames dalam animasi. frameDelay: jeda dalam milidetik untuk setiap frame. looptype: LoopForever diset dari semula LoopForever - Berulang terus menerus LoopOnce - Berulang sekali dan berhenti di frame terakhir
Z-order (belakang ke depan) di tentukan oleh urutan file yang muncul di file .osu. Storyboard pertama akan dibelakang semuanya, contohnya jika event storyboard 'A' diatas event storyboard 'B', maka 'B' akan diatas 'A'.
Layar:
- Background (Latar Belakang , kode 0)
- Fail (Latar jika Danger Kiai , kode 1)
- Pass (Latar jika Safe Kiai , kode 2)
- Foreground (Latar Depan , kode 3)
Note: Latar Belakang dan Depan selalu terlihat
Pusat:
- TopLeft (atas kiri 0,0)
- TopCentre (atas tengah [panjang/2],0)
- TopRight (atas kanan panjang,0)
- CentreLeft (tengah kiri 0,[lebar/2])
- Centre (tengah [panjang/2],[lebar/2])
- CentreRight (tengah kanan panjang,[lebar/2])
- BottomLeft (bawah kiri 0,lebar)
- BottomCentre (bawah tengah [panjang/2],lebar)
- BottomRight (bawah kanan panjang,lebar)
Catatan: Di design tab hanya ada TopLeft dan Centre. Silahkan mengulik .osu atau .osb dengan Notepad jika ingin memiliki pusat yang bukan di atas kiri atau di tengah.
Semua rotasi dan perubahan ukuran (termasuk perubahan ukuran terpisah) yang terpengaruh oleh pusat.
filepath: arah relatif terhadap file gambar (harus sefolder dalam .osu)
- Aturan Khusus jika tidak berada satu folder, gunakan "..\" untuk menaikkan 1 level terhadap direktori lagu.
Note: file path must be in double quotes if it has spaces in the filename
x, y: posisi gambar Note: (0,0) adalah pojok kiri atas sedangkan (640,480) pojok kanan bawah.
Untuk setiap tipe event, nilai(-nilai) awal dari event itu akan menjadi tugas pertama yang diberikan kepada event itu.
Tipe Event:
- F - Transparansi
- M - Perpindahan
- S - Perubahan Ukuran
- V - Perubahan Ukuran yang terpisah secara koordinat X dan Y
- R - Rotasi
- C - Warna
- L - Pengulangan
- T - Pengulangan kondisional
- P - Parameter
ease:
- 0 - di awal dan di akhir stabil
- 1 - di awal lebih cepat tetapi di akhir menjadi lambat
- 2 - di awal lambat tetapi di akhir menjadi lebih cepat
starttime, endtime: waktu dalam milidetik dimana event akan dijalankan
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 [u]in radians[/u] at the beginning of the animation endangle: the angle to rotate by [u]in radians[/u] 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.
[u]shorthand[/u]: 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.
[u]shorthand2[/u]: 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.
[u]shorthand3[/u]: 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
[u]Standard Loops[/u]: 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, [...]
[u]Trigger Loops[/u]:
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 [u]must[/u] 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).
