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L.E.D.-G - SOUND OF GIALLARHORN

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Dainesl
wow bubble already gogogo
Secretpipe
Let's get this ranked~
Alumetorz
inb4 this will get graveyarded with a bubble
Topic Starter
Avena

Alumetorz wrote:

inb4 this will get graveyarded with a bubble
That's the plan bebeh.
DJNightmare
Stahp Priti, it wont happened
Chewin
Ami's Beginner

  1. 00:13:162 (1) - I would add a 60% finish on this slider's head because, if you can notice, new melody section is starting from here. The finish would fit better there instead of whistle (I'd remove whistle with adding the finish)
  2. 00:28:814 (1) - This is not symmetric. Just use this code:
    312,208,28814,6,0,P|256:100|212:216,1,300,4|0,1:2|0:0,0:0:0:0:
    152,272,30119,2,0,P|116:212|140:76,2,200,4|0|4,1:2|0:0|1:2,0:0:0:0:
  3. 00:35:336 (2) - Why don't you keep consistency here with all other following parts with the same rhythm? I mean, rhythm should be this one, without mapping that red tick: http://puu.sh/8yB2R.jpg
Flower & Priti's Normal

  1. OD -1 for consistency between diffs
  2. 00:13:162 (1) - Same of Beginner
  3. 00:31:749 (1) - Extend this spinner by 1/1 and add additions: Soft effect. It'd be consistent with 00:35:988 (6)'s head and so on. Actually, it's very bad. It fills nothing and the Normal sampleset is too loud for that.
  4. 00:46:260 (7) - I'd use Normal sampleset on this slider's head and tail because the head has the sound of 00:45:771 (6)'s head and actually that soft setting sounds so weird o.o
  5. 00:53:597 (1) - This spinner could be too short considering that the 00:54:901 (1) is just set 1/1 after it for this diff. I would change this spinner with some 1/1 circles to make it easier (the diff is already hard :\ so let's try to make this part more playable for beginners): http://puu.sh/8yBwv.jpg
eXtreme

  1. 00:03:054 (3) - CTRL + G to keep the same flow of 00:03:380 (4,5,6) (and it plays much better)
  2. 01:15:282 (6,7,8) - This kind of linear jumping patterns are so bad to play.. I suggest you something like: http://osu.ppy.sh/ss/1572918 (stacking 6 with
  3. 01:14:467 (1)'s head, 7 with 01:14:711 (2) 's head and 8 with 01:14:141 (5))
  4. 01:25:717 (2,3,4) - No. This should be an up-down-up-down pattern starting from the 01:25:390 (6). If the 01:25:554 (1) is down the 01:25:717 (2) must be placed up. How you mapped it, with this inconsistency, the pattern could confuse player because they'd play this pattern naturally in the same way I suggested you to fix. Or maybe.. there is a better way to fix it if you don't want to change this completely. 01:25:554 (7) Add new combo here 01:25:717 (2) and remove it from 01:25:554 (1). The combo warn players about the "kind of pattern" change.
  5. 01:41:858 (1,2,1,2,1,2,3,4) - Hi Rin pattern xD
  6. This map looks so weird to play idk lol
Alu's Extra

  1. 01:25:880 I got your intention but no, you really should add a circle here. This big break could confuse a player between the previous stream and next one. I'd make a 1/4 triple starting from here till 01:26:043
Another

  1. 00:19:358 (7,8) - This big jump and inconsistent jump doesn't convince me because of the foollowing 00:19:521 (8,1) small spacing.. I highly suggest you to fix this with an other pattern, but I thought about that but I don't have idea D: Just try to fix this by yourself ;c
  2. 01:25:880 - Same of Alu's Extra
  3. 01:36:641 (1) - This circle shouldn't be placed here. You are using the same logic jumping pattern of 01:35:662 (4,5,7,8). These ones are 1/2 and the
  4. 01:36:314 (10,1) is 1/1. This needs a bigger spacing.
Hyper is the best for me. Nothing to change there.
Topic Starter
Avena

Chewin wrote:

Ami's Beginner

  1. 00:13:162 (1) - I would add a 60% finish on this slider's head because, if you can notice, new melody section is starting from here. The finish would fit better there instead of whistle (I'd remove whistle with adding the finish) Added the finish in addition to the whistle.
  2. 00:28:814 (1) - This is not symmetric. Just use this code: Fixed.
    312,208,28814,6,0,P|256:100|212:216,1,300,4|0,1:2|0:0,0:0:0:0:
    152,272,30119,2,0,P|116:212|140:76,2,200,4|0|4,1:2|0:0|1:2,0:0:0:0:
  3. 00:35:336 (2) - Why don't you keep consistency here with all other following parts with the same rhythm? I mean, rhythm should be this one, without mapping that red tick: http://puu.sh/8yB2R.jpg What Ami did here actually makes sense since the pitch change is every fourth sound unlike most songs which have it as a pitch change every fifth sound, Unchanged.
Flower & Priti's Normal

  1. OD -1 for consistency between diffs Okie
  2. 00:13:162 (1) - Same of Beginner Added
  3. 00:31:749 (1) - Extend this spinner by 1/1 and add additions: Soft effect. It'd be consistent with 00:35:988 (6)'s head and so on. Actually, it's very bad. It fills nothing and the Normal sampleset is too loud for that. Removed the spinner and changed this pattern instead.
  4. 00:46:260 (7) - I'd use Normal sampleset on this slider's head and tail because the head has the sound of 00:45:771 (6)'s head and actually that soft setting sounds so weird o.o Done.
  5. 00:53:597 (1) - This spinner could be too short considering that the 00:54:901 (1) is just set 1/1 after it for this diff. I would change this spinner with some 1/1 circles to make it easier (the diff is already hard :\ so let's try to make this part more playable for beginners): http://puu.sh/8yBwv.jpg Changed it up a bit, also removed the spinner.
Alu's Extra

  1. 01:25:880 I got your intention but no, you really should add a circle here. This big break could confuse a player between the previous stream and next one. I'd make a 1/4 triple starting from here till 01:26:043 - This anti-jump is heavily emphasised by the cymbals and since It's an extra, anti-jumps like this shouldn't actually be a problem. This isn't an instant fail scenerio and if you are up for FCing it, I doubt you'll actually do it on your first try due to the tough streams.
Another

  1. 00:19:358 (7,8) - This big jump and inconsistent jump doesn't convince me because of the foollowing 00:19:521 (8,1) small spacing.. I highly suggest you to fix this with an other pattern, but I thought about that but I don't have idea D: Just try to fix this by yourself ;c Removed (8) For now.
  2. 01:25:880 - Same of Alu's Extra Keeping it, Works well imo
  3. 01:36:641 (1) - This circle shouldn't be placed here. You are using the same logic jumping pattern of 01:35:662 (4,5,7,8). These ones are 1/2 and the Uncomplete sentence woop woop. Anywhos, added another triplet.
  4. 01:36:314 (10,1) is 1/1. This needs a bigger spacing. Isn't needed anymore since I added the triplet.
Thank you for the mod~
I reponsded for Ami since she's busy with irl stuff and responded for Alu since he's in London or smthn.
!Summon Mirage
Mirage

Chewin wrote:

eXtreme

  1. 00:03:054 (3) - CTRL + G to keep the same flow of 00:03:380 (4,5,6) (and it plays much better) nah
  2. 01:15:282 (6,7,8) - This kind of linear jumping patterns are so bad to play.. I suggest you something like: http://osu.ppy.sh/ss/1572918 (stacking 6 with
  3. 01:14:467 (1)'s head, 7 with 01:14:711 (2) 's head and 8 with 01:14:141 (5)) I like it the way it is now
  4. 01:25:717 (2,3,4) - No. This should be an up-down-up-down pattern starting from the 01:25:390 (6). If the 01:25:554 (1) is down the 01:25:717 (2) must be placed up. How you mapped it, with this inconsistency, the pattern could confuse player because they'd play this pattern naturally in the same way I suggested you to fix. Or maybe.. there is a better way to fix it if you don't want to change this completely. 01:25:554 (7) Add new combo here 01:25:717 (2) and remove it from 01:25:554 (1). The combo warn players about the "kind of pattern" change. changed nc
  5. 01:41:858 (1,2,1,2,1,2,3,4) - Hi Rin pattern xD wat
  6. This map looks so weird to play idk lol Still not as weird as someone's Forza :D
Topic Starter
Avena
Updated~
We're ready for ya Chewin!
Chewin

Mirage wrote:

Chewin wrote:

eXtreme

  1. 01:15:282 (6,7,8) - This kind of linear jumping patterns are so bad to play.. I suggest you something like: http://osu.ppy.sh/ss/1572918 (stacking 6 with
  2. 01:14:467 (1)'s head, 7 with 01:14:711 (2) 's head and 8 with 01:14:141 (5)) I like it the way it is now
I confirmed this even before when you played it with missing the jump LOL.
Chewin
I'm fine with all diffs but not enough for the eXtreme one.
The part from 00:54:901 (1) - till 01:15:771 (1) looks so weird with all those normal samplesets and uncomfortable jumps to play (that I mentioned and you didn't want to fix). Well. To be sure about this I will leave this map to an other BAT. One more opinion doesn't hurt. Just rebubbling for now then, good luck guys!

Rebubbled!
Melophobia
Ranked.
Topic Starter
Avena
Thank you Melo~
Chewin
Congratulations (:
Alarido
RAAAAANKEEEEOOOOOOOOOOOOOOOOOOOOUUUUU ^-^

Gratz ConGratz ReConGratz PRITI

and all collabers/GDers (: I SS'ed [Normal] in a only try. Perfect ♥

Let the fresh blood go in. We need :3
Asagi
Gratz Gratz :D
Dainesl
Congrats Priti nub :P
wendao
wow congrats, nice song btw
DenoisoGoiso
damnit! storyboard! cool! hypes! gratz!
Andrea
Congrats Priti :3
Secretpipe
Here's a comment by Seekritpope :
Gratz nub :3
Beige
Congratulations~!!!
Koiyuki
gratz priti.
your map becomes much better now.
keep going plz
Mao
Awesome, gratz Priti-chan :b
P o M u T a
congratulation
wa_
Congrats :3
Sister Jude
8-)
BeatofIke
Sorry guys have to unrank this due to broken flow of the square patterns on Another difficulty starting at 02:04:032.
Please fix and I'll re-rank.

EDIT: Re-Ranked!
Nwolf
gg
Mao
Wow, this was unranked? Now Priti has two maps ranked in a row LOL THIS WAS ON PURPOSE
Kodora
Find unrankable issue at Another

00:38:760 (6,1) - Covering reversearrows by hitbursts is unrankable
BeatofIke
Unranking again not only because of Kodora pointed out, but this following issue as well (Special thanks to NewRulerNA):

15:34 NewRulerNA: there is an unused file...
15:34 NewRulerNA: (or wrong SB code)
15:34 NewRulerNA: smallpentagon.png
15:35 BeatofIke: wow. that can't be good >.<
15:35 NewRulerNA: Sprite,Foreground,Centre,"SB\Elements\smallpentagon",320,240
15:35 NewRulerNA: wrong name as target
15:36 NewRulerNA: Sprite,Foreground,Centre,"SB\Elements\smallpentagon.png",320,240
15:36 NewRulerNA: should add ".png"

EDIT: Re-Re-Ranked!
Cancel


ok
Piine
Gratz :D
Heatspree
Awesome
iiyo
Is it safe? I hope the map is good now! Great map! Priti! Keep it UP!


I got rank one 3 times in a row on this map xD
Konei
Gratz!
Flanster
Yes.
DenoisoGoiso

Cancel wrote:



ok
priti2proprprppr
-GN


;_;

mapset is cool though
Chewin

Kodora wrote:

Find unrankable issue at Another

00:38:760 (6,1) - Covering reversearrows by hitbursts is unrankable
With new Standard Skin, it was perfectly readable = rankable.
In editor doesn't seem so, but it was ok already when playing. This wasn't unrankable. But ok.

@Priti: I hate you D: AIBat was right, not bugged, lol.
DJNightmare
Waht, the moment it ranked and 3 unrankable issues were found
fanzhen0019
L.E.D
DenoisoGoiso

fanzhen0019 wrote:

L.E.D
o.o
Mirage
Finally noooooooob
Flanster

DJNightmare wrote:

Waht, the moment it ranked and 3 unrankable issues were found
Pretty normal nowadays lol, its like its all planned out. Rank then tell.
[Seraphin]
gratz, nice song
[ Dizaster ]
The song and beatmap was nice as expected but the storyboard was a nice surprise. Really well done storyboard.
Faust
Great work on the storyboarding.
ztrot
storyboard looks lovely spread and hp drain is kinda lulzy 6/10 SB 10/10
DJNightmare
Due to mah stupidity, some codes are lost...
Long story short, I made a new document over the sgf file and it was lost.

SGL File one (Bar Equalizer and Synth Visualizer
//var quarterBeat = 99249 - 99168;
//function barSynth(startTime, scaleY, o, r, g, b, offset) {
// var quarterBeat = 99249 - 99168;
// var halfBeat = quarterBeat*2;
// var oneBeat = halfBeat*2;
// var bar = new Sprite("SB/Elements/white.png");
// bar.additive(0, 136173);
// bar.fade(0);
// bar.moveY(1, 13162 + offset, 13162 + halfBeat + offset, 480 ,440);
// bar.moveY(1, 14467 + offset, 14467 + halfBeat + offset, 440, 60);
// bar.moveY(1, 14956 + offset, 14956 + halfBeat + offset, 60, 120);
// bar.moveY(1, 15445 + offset, 15445 + halfBeat + offset, 120, 200);
// bar.moveY(1, 15771 + offset, 15771 + halfBeat + offset, 200, 240);
// bar.moveY(1, 17075 + offset, 17075 + halfBeat + offset, 240, 200);
// bar.moveY(1, 17727 + offset, 17727 + halfBeat + offset, 200, 240);
// bar.moveY(1, 18054 + offset, 18057 + halfBeat + offset, 240, 280);
// bar.moveY(1, 18380 + offset, 18380 + halfBeat + offset, 280, 360);
// bar.moveY(1, 19684 + offset, 19684 + halfBeat + offset, 360, 200);
// bar.moveY(1, 20336 + offset, 20336 + halfBeat + offset, 200, 240);
// bar.moveY(1, 20988 + offset, 20988 + halfBeat + offset, 240, 240);
// bar.moveY(1, 22293 + offset, 22293 + halfBeat + offset, 240, 200);
// bar.moveY(1, 23597 + offset, 23597 + halfBeat + offset, 200, 60);
// bar.color(r, g, b);
// bar.startLoop(startTime, 128+64);
// bar.scaleVec(1, 0, quarterBeat, 800, scaleY, 800, 10);
// bar.fade(1, 0, quarterBeat, o, 0);
// bar.endLoop();
//}

//barSynth(13162, 20, 1, 180, 0, 100, 0);
//barSynth(13202, 16, 0.8, 200, 0, 140, 50);
//barSynth(13242, 14, 0.6, 120, 0, 200, 100);
//barSynth(13282, 18, 0.4, 60, 0, 220, 150);
//barSynth(13322, 12, 0.2, 40, 0, 200, 200);
//barSynth(13162, 20, 1, 180, 0, 100, 250);
//barSynth(13202, 16, 0.8, 200, 0, 140, 300);
//barSynth(13242, 14, 0.6, 120, 0, 200, 350);
//barSynth(13282, 18, 0.4, 60, 0, 220, 400);
//barSynth(13322, 12, 0.2, 40, 0, 200, 450);

//96641

function bars(startTime, x, scaleY, loops) {
var bar = new Sprite ("SB/Elements/white.png");
var quarterBeat = 99249 - 99168;
var halfBeat = quarterBeat*2;
var oneBeat = halfBeat*2;
bar.additive(0, 136173);
bar.fade(0);
bar.startLoop(startTime, loops);
bar.fade(0, quarterBeat, 0.4, 0);
bar.scaleVec(0, quarterBeat, 16, scaleY*2, 16, scaleY);
bar.endLoop();
bar.moveX(x);
}

bars(96641, 320, 40, 32);
bars(96641, 290, 20, 32);
bars(96641, 350, 20, 32);
bars(96641, 260, 10, 32);
bars(96641, 380, 10, 32);
bars(96641, 230, 8, 32);
bars(96641, 410, 8, 32);
bars(96641, 200, 6, 32);
bars(96641, 440, 6, 32);
bars(96641, 170, 5, 32);
bars(96641, 470, 5, 32);
bars(96641, 140, 4, 32);
bars(96641, 500, 4, 32);
bars(96641, 110, 3, 32);
bars(96641, 530, 3, 32);
bars(96641, 80, 2, 32);
bars(96641, 560, 2, 32);
bars(96641, 50, 3, 32);
bars(96641, 590, 3, 32);
bars(96641, 20, 4, 32);
bars(96641, 620, 4, 32);
bars(96641, -10, 5, 32);
bars(96641, 650, 5, 32);
bars(96641, -40, 6, 32);
bars(96641, 680, 6, 32);
bars(96641, -70, 8, 32);
bars(96641, 710, 8, 32);
bars(96641, -100, 10, 32);
bars(96641, 740, 10, 32);
bars(96641, -130, 12, 32);
bars(96641, 770, 12, 32);
bars(96641, -160, 14, 32);
bars(96641, 800, 14, 32);
bars(96641, -190, 16, 32);
bars(96641, 830, 16, 32);

bars(99249, 320, 20, 24);
bars(99249, 290, 40, 24);
bars(99249, 350, 40, 24);
bars(99249, 260, 35, 24);
bars(99249, 380, 35, 24);
bars(99249, 230, 20, 24);
bars(99249, 410, 20, 24);
bars(99249, 200, 15, 24);
bars(99249, 440, 15, 24);
bars(99249, 170, 10, 24);
bars(99249, 470, 10, 24);
bars(99249, 140, 8, 24);
bars(99249, 500, 8, 24);
bars(99249, 110, 6, 24);
bars(99249, 530, 6, 24);
bars(99249, 80, 4, 24);
bars(99249, 560, 4, 24);
bars(99249, 50, 3, 24);
bars(99249, 590, 3, 24);
bars(99249, 20, 4, 24);
bars(99249, 620, 4, 24);
bars(99249, -10, 5, 24);
bars(99249, 650, 5, 24);
bars(99249, -40, 6, 24);
bars(99249, 680, 6, 24);
bars(99249, -70, 8, 24);
bars(99249, 710, 8, 24);
bars(99249, -100, 10, 24);
bars(99249, 740, 10, 24);
bars(99249, -130, 12, 24);
bars(99249, 770, 12, 24);
bars(99249, -160, 14, 24);
bars(99249, 800, 14, 24);
bars(99249, -190, 16, 24);
bars(99249, 830, 16, 24);

bars(101206, 320, 20, 8);
bars(101206, 290, 25, 8);
bars(101206, 350, 30, 8);
bars(101206, 260, 35, 8);
bars(101206, 380, 40, 8);
bars(101206, 230, 60, 8);
bars(101206, 410, 60, 8);
bars(101206, 200, 40, 8);
bars(101206, 440, 40, 8);
bars(101206, 170, 30, 8);
bars(101206, 470, 30, 8);
bars(101206, 140, 20, 8);
bars(101206, 500, 20, 8);
bars(101206, 110, 10, 8);
bars(101206, 530, 10, 8);
bars(101206, 80, 6, 8);
bars(101206, 560, 6, 8);
bars(101206, 50, 4, 8);
bars(101206, 590, 4, 8);
bars(101206, 20, 3, 8);
bars(101206, 620, 3, 8);
bars(101206, -10, 5, 8);
bars(101206, 650, 5, 8);
bars(101206, -40, 6, 8);
bars(101206, 680, 6, 8);
bars(101206, -70, 8, 8);
bars(101206, 710, 8, 8);
bars(101206, -100, 10, 8);
bars(101206, 740, 10, 8);
bars(101206, -130, 12, 8);
bars(101206, 770, 12, 8);
bars(101206, -160, 14, 8);
bars(101206, 800, 14, 8);
bars(101206, -190, 16, 8);
bars(101206, 830, 16, 8);

function barz(startTime, scaleY, loops) {
bars(startTime, 320, 40*(scaleY*1.4), loops);
bars(startTime, 290, 20*(scaleY*1.4), loops);
bars(startTime, 350, 20*(scaleY*1.4), loops);
bars(startTime, 260, 10*(scaleY*1.4), loops);
bars(startTime, 380, 10*(scaleY*1.4), loops);
bars(startTime, 230, 8*(scaleY*1.4), loops);
bars(startTime, 410, 8*(scaleY*1.4), loops);
bars(startTime, 200, 6*(scaleY*1.4), loops);
bars(startTime, 440, 6*(scaleY*1.4), loops);
bars(startTime, 170, 5*(scaleY*1.4), loops);
bars(startTime, 470, 5*(scaleY*1.4), loops);
bars(startTime, 140, 4*(scaleY*1.4), loops);
bars(startTime, 500, 4*(scaleY*1.4), loops);
bars(startTime, 110, 3*(scaleY*1.4), loops);
bars(startTime, 530, 3*(scaleY*1.4), loops);
bars(startTime, 80, 2*(scaleY*1.4), loops);
bars(startTime, 560, 2*(scaleY*1.4), loops);
bars(startTime, 50, 3*(scaleY*1.4), loops);
bars(startTime, 590, 3*(scaleY*1.4), loops);
bars(startTime, 20, 4*(scaleY*1.4), loops);
bars(startTime, 620, 4*(scaleY*1.4), loops);
bars(startTime, -10, 5*(scaleY*1.4), loops);
bars(startTime, 650, 5*(scaleY*1.4), loops);
bars(startTime, -40, 6*(scaleY*1.4), loops);
bars(startTime, 680, 6*(scaleY*1.4), loops);
bars(startTime, -70, 8*(scaleY*1.4), loops);
bars(startTime, 710, 8*(scaleY*1.4), loops);
bars(startTime, -100, 10*(scaleY*1.4), loops);
bars(startTime, 740, 10*(scaleY*1.4), loops);
bars(startTime, -130, 12*(scaleY*1.4), loops);
bars(startTime, 770, 12*(scaleY*1.4), loops);
bars(startTime, -160, 14*(scaleY*1.4), loops);
bars(startTime, 800, 14*(scaleY*1.4), loops);
bars(startTime, -190, 16*(scaleY*1.4), loops);
bars(startTime, 830, 16*(scaleY*1.4), loops);
}

barz(101858, 2, 24);
barz(103814, 2.6, 24);
barz(105771, 3.4, 16);

barz(118814, 1, 32);
barz(121423, 0.8, 24);
barz(123380, 2, 8);
barz(124032, 1.8, 24);
barz(125988, 2.2, 4);
barz(126314, 2.6, 4);
barz(126641, 2.8, 16);
barz(127945, 3.6, 16);

Climax and Chorus Rain
//75771 constant 1/4 bars
var quarterBeat = 99249 - 99168;

function bars(startTime, loops, x, v) {
var bar = new Sprite("SB/Elements/flash.png");
var bar2 = new Sprite("SB/Elements/flash.png");
var quarterBeat = 99249 - 99168;
var halfBeat = quarterBeat*2;
bar.fade(0);
bar.additive(0, 137168);
bar.startLoop(startTime, loops);
bar.moveX(x);
bar.moveY(0, halfBeat, 480, 400);
bar.moveY(halfBeat, halfBeat*2, 160, 80);
bar.moveY(halfBeat*2, halfBeat*3, 0, 80);
bar.moveY(halfBeat*3, halfBeat*4, 320, 400);
bar.endLoop();
bar.startLoop(startTime, loops*8);
bar.fade(0, quarterBeat, 1, 0);
bar.endLoop();
bar2.fade(0);
bar2.additive(0, 137168);
bar2.startLoop(startTime + quarterBeat, loops);
bar2.moveX(x);
bar2.moveY(0, halfBeat, 320, 160);
bar2.moveY(halfBeat, halfBeat*2, 0, 80);
bar2.moveY(halfBeat*2, halfBeat*3, 160, 320);
bar2.moveY(halfBeat*3, halfBeat*4, 480, 400);
bar2.endLoop();
bar2.startLoop(startTime, loops*8);
bar2.fade(0, quarterBeat, 1, 0);
bar2.endLoop();
bar.flipH(0, (v*137168) + 1);
bar2.flipH(0, (v*137168) + 1);
}

bars(75771, 32, 640, 0);
bars(75771, 32, 0, 1);

//108380
//2.35619449
//5.49778714

function snowflake(startTime, c) {
var snowflake = new Sprite("SB/Elements/arrow.png");
var quarterBeat = 99249 - 99168;
var halfBeat = quarterBeat*2;
var oneBeat = halfBeat*2;
var randomSaturation = rand(180, 255);
var randomPale = rand(0, 140);
var randomY = rand(0,480);
var randomX = rand(0, 640);
var randomScale = rand(0,1);
snowflake.rotate(3.14159265);
snowflake.scale(0, 1, randomScale, randomScale);
snowflake.move(1, startTime, startTime + oneBeat+oneBeat, randomX+200, randomY+200, randomX-200, randomY-200);
snowflake.fade(1, startTime, startTime + oneBeat, 0, 1);
snowflake.fade(2, startTime+oneBeat,startTime+oneBeat+oneBeat,1,0);
snowflake.additive(startTime, startTime+oneBeat+oneBeat);
snowflake.color(randomSaturation - c, randomPale, randomSaturation);
}

function randomSnowflake(startTime, c) {
snowflake(startTime, c);
}

function randomNSnowflakes(startTime, n, c) {
for (var i = 1; i <= n; i++) {
randomSnowflake(startTime, c);
}
}

function snowflakeGenerator(startTime, n, t, i, c) {
for (var a = 0; a < t*i; a++) {
randomNSnowflakes(startTime + t*a, n, c);
}
}

snowflakeGenerator(108380, 1, quarterBeat, 3.2, 180);

function snowflake2(startTime, c) {
var snowflake = new Sprite("SB/Elements/arrow.png");
var quarterBeat = 99249 - 99168;
var halfBeat = quarterBeat*2;
var oneBeat = halfBeat*2;
var randomSaturation = rand(180, 255);
var randomPale = rand(0, 140);
var randomY = rand(0,480);
var randomX = rand(0, 640);
var randomScale = rand(0,1);
snowflake.rotate(4.71238898);
snowflake.scale(0, 1, randomScale, randomScale);
snowflake.move(1, startTime, startTime + oneBeat+oneBeat, randomX-200, randomY+200, randomX+200, randomY-200);
snowflake.fade(1, startTime, startTime + oneBeat, 0, 1);
snowflake.fade(2, startTime+oneBeat,startTime+oneBeat+oneBeat,1,0);
snowflake.additive(startTime, startTime+oneBeat+oneBeat);
snowflake.color(randomSaturation - c, randomPale, randomSaturation);
}

function randomSnowflake2(startTime, c) {
snowflake2(startTime, c);
}

function randomNSnowflakes2(startTime, n, c) {
for (var i = 1; i <= n; i++) {
randomSnowflake2(startTime, c);
}
}

function snowflakeGenerator2(startTime, n, t, i, c) {
for (var a = 0; a < t*i; a++) {
randomNSnowflakes2(startTime + t*a, n, c);
}
}

snowflakeGenerator2(108380, 1, quarterBeat, 3.2, 180);
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