Having no static hitcircleoverlay.png and only the animated string does result in the default hitcircleoverlay being used for sliders. It doesn't use the first frame of the animation sadly.
Also I find the hitburst to be a multi layered mechanic, consisting of the hitcircleoverlay, hitcircle, default numbers (for V1 skins), particles, lighting, combo colours and the hitscores (hit300,hit100,etc.).
So referring to hitbursts reminds me more of that or animated hitscores instead of the static hitscores.
That would be my definition of hitburst.
I see the layer orders as following:
w/o particles
Also I find the hitburst to be a multi layered mechanic, consisting of the hitcircleoverlay, hitcircle, default numbers (for V1 skins), particles, lighting, combo colours and the hitscores (hit300,hit100,etc.).
So referring to hitbursts reminds me more of that or animated hitscores instead of the static hitscores.
That would be my definition of hitburst.
I see the layer orders as following:
w/o particles
- hitscore
- hitcircleoverlay
- default number (only V1)
- hitcircle in combo colour
- lighting
- hitcircleoverlay
- default number (only V1)
- hitcircle in combo colour
- hitscore
- particle
- lighting