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Dragvon
Oh, another thing:
I remenber something about "AlwaysShowPlayfield: 0/1" for using transparent backgrounds in the spinner.
Not sure about the correct sentence tho~
Topic Starter
MLGnom
Hmm... as I read correctly this option is only for editor, and it doesn't work after all. :<
pjiang621111
I just want to point out a minor mistake here:

MLGnom wrote:

h) HitCircleOverlayAboveNumer – if turned off, makes numbers appear under the “hitcircleoverlay”
According to the templateskin's skin.ini file (and I tested it out to make sure), turning this off (that is, making this 0 instead of 1) causes the numbers to appear over the hitcircleoverlay.

Thanks for this tutorial! I learned a few more useful things from this that didn't come from the templateskin itself! :)
Topic Starter
MLGnom
Corrected. Thank you.
Making tutorial at 3 am isn't a good idea. ^^'
AussieEvil
Is there a directory of all the image names that osu! uses?
ziin
run osume.exe and download the template skin to see most of the files osu uses by default. This guide fills in where the template skin falls short.
Faust
Thanks for your contribution.
Topic Starter
MLGnom
Added information about uploading/creating skin thread.
Please correct me if you found any mistakes (grammar too). :3
Firo Prochainezo
One of the most useful guide in osu! in my humble opinion. Once again, wonderful job MLGnom! Bravo!
Void
Is there any particular reason for StarBreakAdditive to cause star2 to go invisible? Or is it just because I'm setting it to black and white?

EDIT: The term "alpha channel" came across my mind for some reason, but I'm not sure if it could somehow be related or not.

Also, why is the fail background mentioned to 800x600 only, and not 1024x768?
Topic Starter
MLGnom
About StarBreakAdditive. I tested it a little, and yeah it seems to manipulate transparency if you are changing values by same amount (Like StarBreakAdditive: 25,25,25 - nearly visible star2) While making it white (255,255,255) it's stays unchanged. If Black (0,0,0) it's disappear (transparency = 0) (Still I'm thinking how to explain this correctly)

About fail-background : For long time it's wasn't scaled properly by osu! (while you made resolution higher than 800x600, it was oversized ingame). Well it seems that has been changed.

I will correct both information later. Thank you for noticing these. ^^'
AnimeMusicgirl24
I don't understand the skin.ini thing. I mean, I understand it, but where can I get it?
ziin
create a file called "skin.ini". Edit the file so that it has all of the items listed in the tutorial in a text editing program.

Or download any other skin and use its skin.ini as a guide.

MLGnom wrote:

About StarBreakAdditive. I tested it a little, and yeah it seems to manipulate transparency if you are changing values by same amount (Like StarBreakAdditive: 25,25,25 - nearly visible star2) While making it white (255,255,255) it's stays unchanged. If Black (0,0,0) it's disappear (transparency = 0) (Still I'm thinking how to explain this correctly)
About Additive color blending:

colorizing in osu means subtracting out a number from a channel. For example, you can't take an orange image and make it blue. It's impossible, since the blue value is already 0.

When using the storyboard colorize, it will set the image's RGB value to a percentage of the original. If you use 0, it's black. If you use 255, it's the original. When you use additive blending, instead of reducing the value of the channel, it reduces the alpha channel (transparency).

Thus if your star2.png is blue (0,0,255) and you use starbreakadditive 128,128,128, the first two 128s don't do anything (they could be 255), and the second one will reduce the transparency of the blue star2.png to 50%.

This is how the background is dimmed when playing, and how the stars eventually fade into nothing as well.
Topic Starter
MLGnom
So, you can use StarBreakAdditive to reduce transparency of star2.png or colorize it if it's gray-scale yes?
After all I understand now how it's work.
And please, can you write an explanation in form that would be easier to understand? (for people who would have problem with understanding this). Then I would be able to add this to the main post.
ziin
I barely understand it myself. I don't know how to actually calculate it either, so it's best to just use guess-check.
ShadowzI_old
Just wanted to add to the tutorial specifically about the health bar. The distance of the scorebar-color should be exactly 16 pixels down and 5 pixels to the right. In otherwords that's where the anchor point is. So all you need to remember is to make sure in your scorebar-background 16x5 form the top left corner you start making the top left corner of you scorebar-color.
Just thought I include this info cause it's usually quite easy for me to make the health bars.
Update: Damn I think the vodka is getting to me I can't remember if it is 5 pixel or 4. I'll check again in the morning
My1_old
can somebody explain the thin with the falling stars (these falling from the cursor) from the game???
there are only values explained and I dont get anything
ziin

My1 wrote:

can somebody explain the thin with the falling stars from the game???
How colorization works in osu!

Take star2.png
Take any pixel in the image. It will have a color associated with it, usually white, or [255,255,255].
For the purposes of this experiment, let's use a different color though, say [255,222,200]
StarBreakAdditive will then modify that pixel on a channel by channel basis. Thus if the additive is [34,255,92] then we will do the following:

255 * 34 / 255 = 34
222 * 255 / 255 = 222
200 * 92 / 255 = 72

The star's color during breaks will be [34,222,72], some nasty shade of green.

Now, instead of drawing just a nasty shade of green star, it instead adds [34,222,72] to the pixel directly behind it. On a black pixel [0,0,0], it will look exactly like [34,222,72]. On a white pixel, it will look white [255,255,255] because you can't go any higher than [255,255,255]. On a gray image, say [192,192,192] it will bet a bit different:

192 + 34 = 226
192 + 222 > 255
192 + 72 > 255

So it will be the color [226,255,255], a very light cyan. As time goes on, the star itself fades out.

Note that these are only the stars that fall from your cursor during the breaks. I just use white all the time in my skin, but the default skin uses a pinkish color, I presume to be [255,192,192].
Topic Starter
MLGnom
Great. Added link to your post. Let's hope that will help with understanding how it's working.
My1_old
yes and I change the general color with th imge or is there an ini option too???
ziin

My1 wrote:

yes and I change the general color with th imge or is there an ini option too???
StarbreakAdditive: is in the ini.

You can also change the color in the image.
YuZuKi Kenny
I have a question.
How to make an *.ini file of my skin?
My English is poor. ;(
Luna
Just take the *.ini from any skin (for example from the template skin) and edit it
My1_old

ziin wrote:

My1 wrote:

yes and I change the general color with th imge or is there an ini option too???
StarbreakAdditive: is in the ini.

You can also change the color in the image.
but it says that this option only applies in breaks or in "kaiai time" (dont aks me what that is I am the one who wants to know thies...)
but I said general and general means always
-> edit
OK I had enough of setting the col in the ini so I mad it with the image...
however is there an option to let the stars shine always
YuZuKi Kenny

Luna wrote:

Just take the *.ini from any skin (for example from the template skin) and edit it
ok,Thx :)
ziin

My1 wrote:

but it says that this option only applies in breaks or in "kaiai time" (dont aks me what that is I am the one who wants to know thies...)
but I said general and general means always
-> edit
OK I had enough of setting the col in the ini so I mad it with the image...
however is there an option to let the stars shine always
The stars only fall from the cursor during breaks and kiai time.
Breaks look like this in the editor: http://puu.sh/5bmq
Breaks are gray on the timeline, Kiai time is orange: http://puu.sh/5bmx
If you want to see the stars all the time, edit the beatmap so that kiai is always on.

During kiai time, the star changes color according to the combo color instead of starbreakadditive.
My1_old
and what is kiai time exactly???
ziin
It's a timing section which makes lighting.png show up behind all hitcircles, colorized to the hitcircle color, star2.png will be emitted from the cursor in the color of the hitcircle, and there will be a fountain of non-colorized stars at the very beginning of the timing section.
My1_old
so ok but is there something eöse special like bonuspoints or whatever
ziin
in taiko you get 10% more points.
My1_old
only in taiko???
man...
Neclory
someone knows what "LayeredHitSounds" means? I found it in a .ini file.
My1_old
can you say me where ya found it???
I can try it and say what I found...
and a question can sb. give me the original autopilot icon, I need it for skinning
but MAY I even use the standard skin (recolored)???
Topic Starter
MLGnom

Rin wrote:

someone knows what "LayeredHitSounds" means? I found it in a .ini file.
Errr where did you find that?
I think it's something related to the mapping (editor), not to the skin.ini . D:
My1_old

My1 wrote:

can sb. give me the original autopilot icon, I need it for skinning
but MAY I even use the standard skin (recolored)???
My1_old
little questiion what are hit100k hit300g and hit 300k for???
ziin
they are displayed at the end of a combo. 300g if you SSed it. 300k if you got a 100 somewhere. 100k if you got the last note as 100 but no 50s anywhere in the combo.

if you want the autopilot icon, just printscreen it.
My1_old
no screenshot makes It somehow darker...
dont ask me how and why It is just so...
Wassaaaa
parts that can be animated just go from 0 to 9 -.-" , there is a way to extend this? I'm wanting to create a great skin and i'm limited a lot these few numbers like the combobursts .-.
Topic Starter
MLGnom
Hmmm... I will check this tomorrow. But they shouldn't have limits. D:
I know there is no limits for comboburst (actually in one of my skin I have 20 of them)
Wassaaaa
how do you do?? i put a comboburst-10.png and only goes to 9 and start again from 0
EDIT: LOL, now i can put more comboburst. I have no idea what has happened, thanks :P see my other problem please

otherwise, the animation of ryuuta going too fast D: you can not handle the frame rate?
Topic Starter
MLGnom
Yep like I said. There is no limit amount of frames for animations.
Tested :
- Play-skip,
- Fruit ryuuta,
- Followpoint ,
- Sliderfollowcircle,
They had +10 frames and worked fine.

For making slower animation try using same pictures for few frames (Fruit ryuuta 1,2,3 - picture 1, Fruit ryuuta 4,5,6 - picture 2 etc.)
That's the only way to slowdown animations.

Also If you are making Fruit-ryuuta animation you should add also "Fruit-ryuuta.png" as sprite for character "dash". Probably it will need a small position correction.
-Napoleon-
I have a skin problem how to create hitsouds!
Wassaaaa

MLGnom wrote:

Yep like I said. There is no limit amount of frames for animations.
Tested :
- Play-skip,
- Fruit ryuuta,
- Followpoint ,
- Sliderfollowcircle,
They had +10 frames and worked fine.

For making slower animation try using same pictures for few frames (Fruit ryuuta 1,2,3 - picture 1, Fruit ryuuta 4,5,6 - picture 2 etc.)
That's the only way to slowdown animations.

Also If you are making Fruit-ryuuta animation you should add also "Fruit-ryuuta.png" as sprite for character "dash". Probably it will need a small position correction.
Thank you very much for helping me! appreciate it ^^
miffman
i know this is in odd question , but is there a hex or a code for color rotation? like it moves through every color. i think that would be pretty cool for a score bar
ziin
Edit: ah fuck I'm not in the Storyboard section. Feel free to ignore the rest of this post, has nothing to do with skinning. To make some element flash all colors, you need to have a frame for each color. you want to flash. If you want to do all 24 bit colors, it's going to be a huge amount. so if you just flash those 6 colors, and maybe throw in 255,127,0 (orange) in between the red and yellow section and continue that trend you'll have 12 colors.



yeah. sort of.
Barring black and white:
255,0,0
255,255,0
0,255,0
0,255,255
0,0,255
255,0,255

these are the colors you're looking at: RGB and CYM
if you put them in that order you'll get something like what you want I think.

_c,blah,blah,blah,255,0,0,255,255,0
_c,blah,blah,blah,255,255,0,0,255,0
_c,blah,blah,blah,0,255,0,0,255,255
_c,blah,blah,blah,0,255,255,0,0,255
_c,blah,blah,blah,0,0,255,255,0,255
_c,blah,blah,blah,255,0,255,255,0,0

You could do every color if you had enough time, but every color looks like this:
http://upload.wikimedia.org/wikipedia/c ... colors.png
and it wouldn't be "fluid".
K a Y e
Where do you find that Skin.ini thing??

And by the way, What is Skin.ini? :?
Topic Starter
MLGnom

MLGnom wrote:

Skin.ini is a necessary file of any skin. It contains several major options of the skin.
You can find this file in any existing skin/template skin. (it should have notepad icon)
N A L U
What version do creators start with originally? Or do they make their own numbers? (like v0.6, v0.7 etc...)
Augh :o I'm stuck with this right now.
Topic Starter
MLGnom
Let's leave that to the skinner because it's only information for players if there were any updates ("oh, I have v0.5 of skin xxx but there is already v0.73) , but commonly v1.0 should be version of skin where skinner made everything that he/she wanted to do (after all it should have some parts skinned, for example - all gameplay parts).
N A L U

MLGnom wrote:

Let's leave that to the skinner because it's only information for players if there were any updates ("oh, I have v0.5 of skin xxx but there is already v0.73) , but commonly v1.0 should be version of skin where skinner made everything that he/she wanted to do (after all it should have some parts skinned, for example - all gameplay parts).
Thanks.
Alternate_old
What the... Well. this will be a awesome skin. :roll: :roll: OMG GOT A IDEA :idea: 8-)
Alternate_old
Nevermind...
Winshley

MLGnom wrote:

b) Unnecessary parts :
  1. default-dot, default-comma, default-x.png, default-percent - are no longer used
Just to point something minor. Actually, this is still used if you change the following inside your skin.ini:
[Fonts]
ScorePrefix: default
(Use the above code on default/template skin and you'll see how the default-dot, default-comma, default-x.png, and default-percent looked like in-game) :P

Though if skinners wanted to use the same PNGs on both score numbers and hit circle numbers, they would rather make duplicate PNGs for both score numbers and hit circle numbers or do the following instead :P:
[Fonts]
HitCirclePrefix: score

So yeah, it's still under "Unnecessary parts" indeed, only with wrong reason.
Napokue_DELETED
Hey,

Great guide you made i going make a skin soon!

Thanks,

Shenji
NoClue
I know I saw this somewhere on the forums, what is the max resolution size for backgrounds? I was making one for myself and 1920x1080 background didn't show in game.
Topic Starter
MLGnom
When you are adding pictures as background, they need to be in "4:3" resolution. Please, use 1024x768 resolution for best effect.
(higher resolutions are cropped by osu! D:)
NoClue
Gah! Lack of widescreen support fail ;-;. Oh well.
Tohob
where could i find information regarding the .wav and .mp3 files in a skin? i tried switching out a large number of them and they simply.. don't work. my best guess would be that the files have to be the same length but.. i don't really know anything about it.
ziin
go one by one. Make sure the custom sounds are not corrupted.
LawlietMatryoshka524
Thank you for the tutorial~ But I do have one question... How do I edit it? XD I'm an idiot, so I'm sorry if it was in the tutorial and I didn't understand.
Ok, so I download the template, and click on it, and it just opens it into osu! instead of like... GIMP or something... How do I open it to where I an edit it? ;D Thank you for reading this comment 0.0"
Topic Starter
MLGnom

LawlietMatryoshka524 wrote:

Thank you for the tutorial~ But I do have one question... How do I edit it? XD I'm an idiot, so I'm sorry if it was in the tutorial and I didn't understand.
Ok, so I download the template, and click on it, and it just opens it into osu! instead of like... GIMP or something... How do I open it to where I an edit it? ;D Thank you for reading this comment 0.0"
You can find "Skins" folder in your osu! installation folder. Then just open template skin folder and edit any elements you can find there. :3
Dragon From Dark
wow!!! thx
Dragon From Dark
by the way, can i just make skin by my self and name it as in the game like comboburst0, comboburst1, and so on???
Neclory
yes.
ShouSaku
how to make "skin.ini"
Topic Starter
MLGnom

-ajus- wrote:

how to make "skin.ini"
You can find it in template skin or any other skin that you can download. Just copy it and edit.
ShouSaku

MLGnom wrote:

-ajus- wrote:

how to make "skin.ini"
You can find it in template skin or any other skin that you can download. Just copy it and edit.

thx :)
AngeloRev
bagaimana cara ngeditnya?
ychao
Just open the skin.ini with notepad and change the necessary elements.
Ryu_old
How can I do dat? Help meeeeeeee :?

justin-chan
nice tutorial but i have a problem when i make the hitcircles and others there is this white squared portion and it is not transparent compared to the other skins what should i do?
justin-chan
and where can i find skin.ini?
ziin
download it from other skins, or start with the template skin (download it through osume, it will be in your skin folder).
justin-chan
i dont understand a thing, honestly i wish there was a video tutorial! XD
Accelerator-sama
Woah.. nice tutorial!
I prefer become a skinner than a mapper..
Thank you! :) :) :)
-SaMuRaI-HeArT-
How to put Comboburst on beatmaps? can u tell me pls
exlicht
this helped me a lot, thanks X3
Topic Starter
MLGnom
Hey there. I did a small search today and found 5 interesting things that you can add to skin.ini.
Add these in [General] part.

CustomComboBurstSounds: 50,100,200,300,400,500 etc. Combo sound will be played at specified combo number.

SpinnerFadePlayfield: 0 If this is set to 0, background of spinners will be transparent (you will be able to see map playfield/video)

CursorTrailRotate:0
If this is set to 1, the cursor trail rotation will rotates with the cursor.

AnimationFramerate:"Number of frames" Defaults to playing all available frames per second. Applies to all animated sprites except slider ball. The lower amount of them, the slower animation will be.

SpinnerNoBlink:1 Defaults to 0. When set to 1, it will stop spinners from "blinking" the top of the metre as they rise/peak.

(Funny thing these options were available already for around 3 years :/)

In nearest future I will add a little about Taiko/CtB skinning.
exlicht

MLGnom wrote:

Hey there. I did a small search today and found 5 interesting things that you can add to skin.ini.
Add these in [General] part.

CustomComboBurstSounds: 50,100,200,300,400,500 etc. Combo sound will be played at specified combo number.

SpinnerFadePlayfield: 0 If this is set to 0, background of spinners will be transparent (you will be able to see map playfield/video)

CursorTrailRotate:0
If this is set to 1, the cursor trail rotation will rotates with the cursor.

AnimationFramerate:"Number of frames" Defaults to playing all available frames per second. Applies to all animated sprites except slider ball. The lower amount of them, the slower animation will be.

SpinnerNoBlink:1 Defaults to 0. When set to 1, it will stop spinners from "blinking" the top of the metre as they rise/peak.

(Funny thing these options were available already for around 3 years :/)

In nearest future I will add a little about Taiko/CtB skinning.
hmm, gotta try it
and i will looking for Taiko and CtB skinning :D
are you gonna making byakuren skin? O.O
emergist

MLGnom wrote:

Blue lines show the anchor position for scrorebar-colour and if you want to fit them in the same place, try moving the scorebar-background. Also you don’t need to keep length of the lifebar, you can make it shorter or longer (for widescreen).
A bug to fix: "scrorebar-colour".
OsuMe65

justin-chan wrote:

i dont understand a thing, honestly i wish there was a video tutorial! XD
nice idea...

lemme try to make one based on this (MLGnom's) forum...

:)
T-Scarlet
when hitting notes, the hitclrcles go larger and fade out.. but how can i change that to just rings with empty space at center(dont know how that will be explained) instead of hitclrcle number and hitclrcle.png popping up together? sorry if my explanation is bad...

edit: .... i just read the post 3more times and noticed it was lighting.png srry
emergist

MLGnom wrote:

d) CursorRotate – controls whether the cursor rotates or not.
e) CursorExpand – when turned on, the cursor expands when clicking.
f) CursorCentre – while turned off the action point of the cursor will be in the top left corner of the image, rather than the center.
g) SliderBallFrames – amount of sliderball frames(pictures) used in the skin.
h) HitCircleOverlayAboveNumer – if turned on, makes numbers appear under the “hitcircleoverlay”
Are these options seleted between 0 and 1? If they are, you can add 0/1 to the thread.
OsuMe65
You can use 72 dpi as your image resolution [that's the web image resolution] to maintain a low memory space but still, a good looking element
:D
Netoxic
just a question, i see there can be more than 1 comboburst.png image andthey are named comboburst-0.png, comboburst-1.png, comboburst-2.png etc. Do i have to specify in the .ini file that the skin uses more than a comboburst? Can combo burst images be slected randomly when performing a combo?
ziin
Name:
Author:
SliderBallFlip: 0
CursorRotate: 0
CursorExpand: 1
CursorCentre: 1
AnimationFramerate: 30
SliderBallFrames: 5
HitCircleOverlayAboveNumer: 0
ComboBurstRandom: 0
SliderStyle: 2

[Colours]
Combo1: 255,255,0
Combo2: 255,0,0
Combo3: 255,0,255
Combo4: 0,0,255
Combo5: 0,255,0
Combo6: 0,255,255
Combo7: 255,128,128
Combo8: 128,255,128
SliderBorder: 192,192,192
SliderTrackOverride: 200,160,0
SpinnerApproachCircle: 250,250,250
StarBreakAdditive: 128,128,128
SongSelectActiveText: 78,0,0
SongSelectInactiveText: 255,215,228

[Fonts]
HitCirclePrefix: default
HitCircleOverlap: 3
ScorePrefix: score
ScoreOverlap: 3

Here's all the stuff I have in my skin.ini that works (I think I gave up on animationframerate and sliderballframes though). There is a toggle for random combo bursts, and you don't have to specify # of images in the skin.

Note the underlined stuff. I just found it today.
Topic Starter
MLGnom
So these were correct...
Thanks.
Added to "skin.ini" part :

SongSelectActiveText: 0,0,0
SongSelectInactiveText: 0,0,0


netoxr2000 wrote:

just a question, i see there can be more than 1 comboburst.png image andthey are named comboburst-0.png, comboburst-1.png, comboburst-2.png etc. Do i have to specify in the .ini file that the skin uses more than a comboburst? Can combo burst images be slected randomly when performing a combo?
You don't need to specify amount of comboburst. If you want to randomize combobursts add this to [General] part in skin.ini .
ComboBurstRandom: 1
OsuMe65
@MLGnow: how about play-unranked.png?
here's the picture:
KingisNitro
I have got a few questions;

Where am I supposed to post a new thread with my new skin? Somewhere in Skinning?
Secondly, is there anything forbidden to post? I suppose things that are related to blood or R-18 or something? Are there any rules on what can't be posted? (Just asking whether skins based upon characters from Fandoms are okay or not xD I wouldn't want to get banned or something from osu! for such stupid thing.)

A few notes;
Pause-overlay has to be a .PNG file, it didn't work with .JPG for me. May not be correct, I dunno.
In Skin.ini, the SliderBallFlip works exactly the other way around for me, when it's 0, it flips the sprite.
As for SliderBallFrames, I tried editing one theme and it automatically took the sprites I added, without the need of editing Skin.ini. Not sure about that though.
Further, SliderStyle does nothing for me (I added it and made sure to put it under [General]).

Thanks for any help with that! It would be pretty wonderful.
I'vegot 50 files out of 160 done already, maybe I will have finished it by the end of the next weekend! ^^ seriously doubt that though ahaha;;;

Btw seeing how many people ask about Skin.ini, you should maybe put it into the tutorial too x'DD
Oh and Kiai time is misspelled as Kaiai somewhere there. (Skin.ini spoiler, StarBreakAdditive is the exact place.)
Topic Starter
MLGnom
1. Just create new thread in skinning.
2. Yes, don't post anything that contains nudity or any explicit continent. Ecchi is fine but you should give a warning in your thread. About blood, please don't post guro. It's should be somewhat safe. (we have already skin that contain "blood" but this kind is okay).

3. Pause-overlay must be .png like other parts of skin. (Exception are beatmap skins where you can have backgrounds as jpg).
4. Are you sure it's flipped? Please test this sliderball (added skin.ini with it). I don't know why you have differently.
5. SliderBallFrames will affect speed of animation of sliderball.
6. Are you sure you don't have "OpenGL" or "low end PC" turned on in options? Because of OpenGL skins will have forced sliderstyle : 2 and only style 2 and 3 will work.

Skin.ini is inside of every skin, also in template, so no need. :3c

Damn it. Don't know why I called it "Kaiai". Corrected. D:
IppE

MLGnom wrote:

(we have already skin that contain "blood" but this kind is okay).
You flimsy poo just had to go and link that :roll:

So going to spam you with more guro just for the fun of it <3
OsuMe65

IppE wrote:

MLGnom wrote:

(we have already skin that contain "blood" but this kind is okay).
You flimsy poo just had to go and link that :roll:

So going to spam you with more guro just for the fun of it <3
that's yours, anyway ;)
N A L U
I don't think spinner-osu.wav (or .mp3) sounds are used anymore.
Even if they are barely used in most osu skins :/
KingisNitro

MLGnom wrote:

1. Just create new thread in skinning.
2. Yes, don't post anything that contains nudity or any explicit continent. Ecchi is fine but you should give a warning in your thread. About blood, please don't post guro. It's should be somewhat safe. (we have already skin that contain "blood" but this kind is okay).

3. Pause-overlay must be .png like other parts of skin. (Exception are beatmap skins where you can have backgrounds as jpg).
4. Are you sure it's flipped? Please test this sliderball (added skin.ini with it). I don't know why you have differently.
5. SliderBallFrames will affect speed of animation of sliderball.
6. Are you sure you don't have "OpenGL" or "low end PC" turned on in options? Because of OpenGL skins will have forced sliderstyle : 2 and only style 2 and 3 will work.

Skin.ini is inside of every skin, also in template, so no need. :3c

Damn it. Don't know why I called it "Kaiai". Corrected. D:
1,2, Thanks for helping!
3, I didn't notice almost all the files are PNG xD Sorry about that.
4, The thing you sent me did work the correct way; However. In the template, when set to 1, it works. In an edit I made from template, it works the other way around (it is flipped horizontally when set to 0). I didn't change the SliderBall sprites anyhow yet though, so I don't know what it might have got influenced by. (In case it's needed, I can send the theme so you can see yourself.)
5, Hmm I see, thanks~
6, Aha there's the problem. I am using OpenGL because it runs smoother and doesn't give my computer BSOD as much as the other option (more like it does not do that at all.) It is kinda irritating with a longer hold and welp how to play it (I couldn't see the exact way it went) >_> But oh well I can't do anythign about that then though. Thanks!

As for Skin.ini, yes I know, but better add it in the first post so people won't ask about it xD
Once again thanks for all the help! ^^ In case I would need any help I will come and ask. ^^
lSolar_old
Thank you, now I can be happy with this tutorial :3
KingisNitro
I've got another question.
What are default-[number].png used for? I've tried changing 0 but I can't see any place where it'd change. Thanks in advance!
Topic Starter
MLGnom
By default they are used as "Hitcircle numbers".
But if you have edited where they are used , they won't be changed.

This is default part in skin.ini
[Fonts]
HitCirclePrefix: default
HitCircleOverlap: 3
ScorePrefix: score
ScoreOverlap: 3

By editing it in this way, hitcircles will use score numbers instead. (or vice versa)
[Fonts]
HitCirclePrefix: score
HitCircleOverlap: 3
ScorePrefix: score
ScoreOverlap: 3

That's why sometimes you should use template skin.ini instead of ini from any skin.
OsuMe65

KingisNitro wrote:

I've got another question.
What are default-[number].png used for? I've tried changing 0 but I can't see any place where it'd change. Thanks in advance!

MLGnom wrote:

By default they are used as "Hitcircle numbers".
But if you have edited where they are used , they won't be changed.

This is default part in skin.ini
[Fonts]
HitCirclePrefix: default
HitCircleOverlap: 3
ScorePrefix: score
ScoreOverlap: 3

By editing it in this way, hitcircles will use score numbers instead. (or vice versa)
[Fonts]
HitCirclePrefix: score
HitCircleOverlap: 3
ScorePrefix: score
ScoreOverlap: 3

That's why sometimes you should use template skin.ini instead of ini from any skin.
that's right
at first, i'm confused but i realized it as soon as i made my own osu! skin


don't worry, there may be a lot of discoveries [maybe]
[like play-unranked.png]
SPOILER
here's the picture:
KingisNitro
@MLGnom, OsuMe65; Thank you both! I actually copied the template, renamed the copy and started editing it; I couldn't see the change because I only edited 0 xD And you don't see that one that often. I've tried editing 1 now and it works perfectly. Thanks for help again! ^^
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