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[Official Specifications] Storyboarding by Scripting

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peppy
Best not to - video currently has issues on a lot of people's systems and therefore i would like to keep it totally independent of storyboarding
pokedigi
Better checking Loop Saving
peppy
An example of what goes wrong would be great :).
EiJi
Call me an idiot for not being able to figure this out...anyone wanna help me?

I'll right down what I want, and hopefully one of you can script it for me. Below I will post 3 times at which I want an image to pop up briefly and then disappear. It's the same image.

[pop up - disappear]
02.27.02 - 02.27.28
02.27.53 - 02.27.79
02.28.05 - 02.28.31

So script this, how would it be done?
peppy

EiJi wrote:

Call me an idiot for not being able to figure this out...anyone wanna help me?

I'll right down what I want, and hopefully one of you can script it for me. Below I will post 3 times at which I want an image to pop up briefly and then disappear. It's the same image.

[pop up - disappear]
02.27.02 - 02.27.28
02.27.53 - 02.27.79
02.28.05 - 02.28.31

So script this, how would it be done?
4,0,1,"image.png",x,y
_F,0,147020,147020,1,1
_F,0,147280,147280,0,0
_F,0,147530,147530,1,1
_F,0,147790,147790,0,0
_F,0,148050,148050,1,1
_F,0,148310,148310,0,0
awp
This map has been deleted on the request of its creator. It is no longer available.
peppy

awp wrote:

you can leave x and y in the sprite's instantiation and it won't throw a parse error? Did not know that. I just sometimes threw in spurious numbers, myself.
uh, that was just a template.
peppy
Added animation specs.
Loginer
Flipping doesn't work, and rotating while moving = Cerebral Pares-attack.
Also, Weegee versus Michael Jackson. Who will win this battle of crappy animations? Is Weegee truly just another part of MJ? Stay tuned to find out.
peppy

Loginer wrote:

Flipping doesn't work, and rotating while moving = Cerebral Pares-attack.
Flipping does work because Echo and I have both tested successfully. Can you give a specific example?

Rotating while moving should also be fine - as long as you set the sprite to centre-based origin.
Loginer

peppy wrote:

Loginer wrote:

Flipping doesn't work, and rotating while moving = Cerebral Pares-attack.
Flipping does work because Echo and I have both tested successfully. Can you give a specific example?

Rotating while moving should also be fine - as long as you set the sprite to centre-based origin.
"
Oh. :/
Olinad
How will the storyboards be implemented? Will they be playing during all the song or only during the pauses? (I want the 3D dancers! :P )
James
Both.

3d images? If you got them...
mattyu007
ooooOOOO! This looks very nice (a little complicated tho....-_-) We CAN use video witht his it's just not recommended right? I'm thinking of trying storyboarding with my beatmap (Believe)
Topic Starter
Echo
Afaik video doesn't work. You can use multi-image animation though.
LuigiHann
You can storyboard on top of a video. Loginner did a little bit of that with his Dodongo map, and peppy did it with his m-flo one.
mattyu007
awwwww....I hope that gets implemented in the future, I was going to use the videos from the actual ouendan and storyboard them.....o well....
peppy
Loading videos during gameplay is something I'd REALLY like to avoid. This will likely cause lag as ffdshow/insertcodecnamehere reads the video into memory, and will then need to re-seek to get the syncing correct.
mattyu007
sigh, guess i'll have to learn how to do all those funky animations that they have on ouendan (oh gosh)
The scripting language is a little complicated tho?
awp
Eh, it's not that complicated. Just a lot of copypasta.

mattyu007
meh, we'll see

Loginer

LuigiHann wrote:

You can storyboard on top of a video. Loginner did a little bit of that with his Dodongo map, and peppy did it with his m-flo one.
NONE mispells my mame and getts away wit it. :[ *charges lasorz*
awp
Calm down, lolginer. Save it for the battlefield. The battlefield in which you will end them all.
peppy
This map has been deleted on the request of its creator. It is no longer available.
James
Questions:
1. Can I storyboard "fail" only?
2. Can I add strobes during fail part of storyboard?
3. If the answer to 1 and 2 are both "yes", brief explanation pls.
LuigiHann

James wrote:

Questions:
1. Can I storyboard "fail" only?
2. Can I add strobes during fail part of storyboard?
3. If the answer to 1 and 2 are both "yes", brief explanation pls.
Yes and yes. The second digit of any object is the "layer" digit. "Fail" is layer 1. So just make sure your strobe starts something like this (notice that the second number is 1):

4,1,0,"white.png",0,0

And follow the rest of the strobe tutorial normally. That'll put your strobe in the "fail" layer.
James
Thanks.
Got it working now.

Got one question.

Can the "fail" storyboard be activated whenever the player reaches x hp instead of having it activated whenever a player got a 100/50/X?
LuigiHann

James wrote:

Thanks.
Got it working now.

Got one question.

Can the "fail" storyboard be activated whenever the player reaches x hp instead of having it activated whenever a player got a 100/50/X?
Currently no, it'd have to be a feature request if you want that option.
RemmyX25
How do I kick the video back a second, because the music and the video to it aren't matching up correctly?
awp
open your .osb or .osu file, find the entry with the video, and edit the second field.
peppy

awp wrote:

open your .osb or .osu file, find the entry with the video, and edit the second field.
Partly incorrect. Check the design mode panel for a slidebar which will let you adjust the offset.
awp

peppy wrote:

awp wrote:

open your .osb or .osu file, find the entry with the video, and edit the second field.
Partly incorrect. Check the design mode panel for a slidebar which will let you adjust the offset.
Is dat in publix? I haven't actually checked myself. Neat, though.
Tapdancingmetroid
Just curious, is it possible to storyboard on top of everything, including notes and the like?
LuigiHann

Tapdancingmetroid wrote:

Just curious, is it possible to storyboard on top of everything, including notes and the like?
No. The top storyboard layers is still below all gameplay layers.
Manny Santiago
I decided to let me (tired from work) brain help me figure out how the code works. After experimenting with the Move, Loop, Fade and Scale events, I was able to create a tiny scene of my intro.

Hello there. I heard about this from Scott Roomsair's website and I was eventually led here. I was so inspired to create my beat map after just sampling the delights of osu!

Back to the topic, I'll look forward in completing the intro of my beatmap because I feel so excited to finish it because of what I have finally learned. I also need to check out actual Ouendan and EBA footage to see how the speech balloons are drawn and how they "shake."

Nice to be part of the osu! family. Looking forward to enjoying this game! :D

P.S. I never played any of the original versions of this game, so this makes osu! my official first game in this genre of rhythm games!



K2J
This map has been deleted on the request of its creator. It is no longer available.



awp
San d'Oria for life

K2J, I don't understand what the concern is. Storyboards should look the same on every computer.
K2J
This map has been deleted on the request of its creator. It is no longer available.
Mafiamaster
Oh wow, scripting seems kinda advanced for me but I want to give it a try. But I need it explained into simpler terms. I want to make a map kind of like paraparamax where the background pictures change at a certain point and less shorter. I'm seeing numbers all over tha place.
Example in the paraparamax file
4,0,0,"evangelion_20_640.jpg",0,0 <--- What's that 4 at the beginning for?
F,0,23280,24050,0,1 <--- F must mean fade, are 23280,24050 the offsets? and the 0's and 1 the x,y value thingymajig? Yes, it does. According to the first post
F,0,219970,221300,1,0 <----- So why is there a second line here? What is this for? Or do I even need this line. (Main Question)


This is what I have so far.
//Storyboard Layer 0 (Background)
0,0,"Remilia and Flandre.jpg" <---- Yeah I know, it's nothing. But what should I add to it. That 4 at the beginning?


Edit: Ah ok, After much study, I've begun to learn how it works
Which takes me to:
//Storyboard Layer 0 (Background)
4,0,0,"Remilia and Flandre.jpg",0,0
F,1,41433,96988,0,1
4,0,0,"Remila-Flandre-Sakuya.jpg",0,0
F,1,97155,122988,0,1 blah blah
But now the pictures are slowly fading in, and the full colored picture displays when it's about to end and go on to the next picture. What can I do to make the fade ins faster, if possible?
awp

Mafiamaster wrote:

Example in the paraparamax file
4,0,0,"evangelion_20_640.jpg",0,0 <--- What's that 4 at the beginning for?
The 4 means it's a sprite. I actually forget what 1, 2 and 3 are, but 5 is sound.

Mafiamaster wrote:

F,0,23280,24050,0,1 <--- F must mean fade, are 23280,24050 the offsets? and the 0's and 1 the x,y value thingymajig?
Yes @ offsets, no @ x,y. The 0 and 1 are INITIALFADE and ENDFADE. 0 means completely transparent, 1 means completely transparent. In this case, the image is taking approximately 800ms to FADE IN.

Mafiamaster wrote:

F,0,219970,221300,1,0 <----- So why is there a second line here? What is this for? Or do I even need this line. (Main Question)
Now the image is fading out, so it doesn't just instantly disappear.


Mafiamaster wrote:

This is what I have so far.
//Storyboard Layer 0 (Background)
0,0,"Remilia and Flandre.jpg" <---- Yeah I know, it's nothing. But what should I add to it. That 4 at the beginning?
Yes, and the x and y co-ords of the image following the filename.


Mafiamaster wrote:

Edit: Ah ok, After much study, I've begun to learn how it works
Which takes me to:
//Storyboard Layer 0 (Background)
4,0,0,"Remilia and Flandre.jpg",0,0
F,1,41433,96988,0,1
4,0,0,"Remila-Flandre-Sakuya.jpg",0,0
F,1,97155,122988,0,1 blah blah
But now the pictures are slowly fading in, and the full colored picture displays when it's about to end and go on to the next picture. What can I do to make the fade ins faster, if possible?
You currently have the offsets for the fade-in at 41433 and 96988. That means it's going to take approximately 55 seconds to fade in (96988 - 41433 = time to get from 0 to 1). If you want it to fade in faster - let's say you want it to take 2 seconds to fade in. With your first offset at 41433, your second offset will be 43433 (That's your initial offset + 2000ms aka 2 seconds)

There is extensive, coherent (imo) documentation in this thread which, ironically, is this thread.
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