Thank you SO MUCH for a pause button option in the android version this update! Keep it up!
As of now, peppy still haven't make osu! source code open for public viewing. IIRC, he did say that it will be released by end of this year.LaughingKing37 wrote:
I started playing Osu for the past month so I'm fairly new to the Osu community. So why is there a need to make an Osu clone except have it open source? Isn't the main game polished enough that there wouldn't be a need to recreate it?
Sorry, there's still no support for skin switching or skin.ini. x.xNitrousdragon wrote:
It's really just for fun, but as chong601 mentioned, opsu! runs on more platforms than osu! and will also work on lower-end computers. There are plenty of other things you can do, too, but you'll have to be creative. (Here's an example.)LaughingKing37 wrote:
Thanks for the quick feedback! ^.^xasuma wrote:
Delayed cursor may be the touchscreen issue, not game issue (since most android phones have input delay on touchscreen)Newb1et wrote:
Awesome Android port! Although is it just me or is the accuracy grading a bit too agressive, having a hard time to get good accuracy from that I've got good accuracy. Also, the new cursor seems to be a bit delayed(probably the reason why accuracy is low). And last note, why aren't you able to use the original osu! skin? Osu!Droid was able to use the old skin.
You mean this slider?jurassicplayer wrote:
I found something that feels like a bug with the sliders, but I've only seen it happen on a single map so far (didn't test very many maps). It's like the slider gets "caught" on the end with like an extra beat and so you have to hold it at the end of the slider while the ball seems to spin in place for that beat.
Map in question (Normal):
https://osu.ppy.sh/s/2585
It's fairly close to the beginning (the slider is shaped like an upside down question mark) and should be noticeable by having one of the slider beat stars on the actual end.
248,251,57161,2,2,L|312:251|312:200|248:200|249:91,1,280,2|0Yeah confirming that some sliders are really funky on opsu! due to incomplete implementation of the sliders (current available sliders are Bezier and CircumscribedCircle, other types of sliders such as catmull and linear sliders aren't available yet)
Did you use custom hitsounds?jnmiah wrote:
On my android phone, Galaxy s2, Running 4.1.2, it is stuck on "Loading Sounds". It doesn't move at all. Not sure if it is slow, or not responding at all. Using release 0.8.0a.
currently using Zenfone 4 A4500CGccxex29 wrote:
First.. im using ASUS ZenFone 5...
No issue in performance... stable at 61fps
The issues for me are:
-the menu scroll is so fast when swiping...
-my preferences are not saved
-its too small for phones... if you could make an option for dpi or gui resize.. it would be useful
-the downloads are slow... in Indonesia...
Thanks in advance..
Thu May 07 22:28:48 SGT 2015 ERROR:** Uncaught Exception! **
Thu May 07 22:28:48 SGT 2015 ERROR:org.sqlite.core.NativeDB._open(Ljava/lang/String;I)V
java.lang.UnsatisfiedLinkError: org.sqlite.core.NativeDB._open(Ljava/lang/String;I)V
at org.sqlite.core.NativeDB._open(Native Method)
at org.sqlite.core.DB.open(DB.java:161)
at org.sqlite.core.CoreConnection.open(CoreConnection.java:145)
at org.sqlite.core.CoreConnection.<init>(CoreConnection.java:66)
at org.sqlite.jdbc3.JDBC3Connection.<init>(JDBC3Connection.java:21)
at org.sqlite.jdbc4.JDBC4Connection.<init>(JDBC4Connection.java:23)
at org.sqlite.SQLiteConnection.<init>(SQLiteConnection.java:45)
at org.sqlite.JDBC.createConnection(JDBC.java:114)
at org.sqlite.JDBC.connect(JDBC.java:88)
at java.sql.DriverManager.getConnection(Unknown Source)
at java.sql.DriverManager.getConnection(Unknown Source)
at itdelatrisu.opsu.db.DBController.createConnection(DBController.java:65)
at itdelatrisu.opsu.db.OsuDB.init(OsuDB.java:74)
at itdelatrisu.opsu.db.DBController.init(DBController.java:46)
at itdelatrisu.opsu.Opsu.main(Opsu.java:138)
Did you happen to run this game on folders with "!"? (for example like D:\opsu! or C:\osu!)sugarmikuchan wrote:
I tried to open opsu! and it came out with this error .__.Thu May 07 22:28:48 SGT 2015 ERROR:** Uncaught Exception! **
Thu May 07 22:28:48 SGT 2015 ERROR:org.sqlite.core.NativeDB._open(Ljava/lang/String;I)V
java.lang.UnsatisfiedLinkError: org.sqlite.core.NativeDB._open(Ljava/lang/String;I)V
at org.sqlite.core.NativeDB._open(Native Method)
at org.sqlite.core.DB.open(DB.java:161)
at org.sqlite.core.CoreConnection.open(CoreConnection.java:145)
at org.sqlite.core.CoreConnection.<init>(CoreConnection.java:66)
at org.sqlite.jdbc3.JDBC3Connection.<init>(JDBC3Connection.java:21)
at org.sqlite.jdbc4.JDBC4Connection.<init>(JDBC4Connection.java:23)
at org.sqlite.SQLiteConnection.<init>(SQLiteConnection.java:45)
at org.sqlite.JDBC.createConnection(JDBC.java:114)
at org.sqlite.JDBC.connect(JDBC.java:88)
at java.sql.DriverManager.getConnection(Unknown Source)
at java.sql.DriverManager.getConnection(Unknown Source)
at itdelatrisu.opsu.db.DBController.createConnection(DBController.java:65)
at itdelatrisu.opsu.db.OsuDB.init(OsuDB.java:74)
at itdelatrisu.opsu.db.DBController.init(DBController.java:46)
at itdelatrisu.opsu.Opsu.main(Opsu.java:138)
...so I realized I was handling that error completely wrong. It actually gets caught as of 50d55d8 (hopefully).chong601 wrote:
Did you happen to run this game on folders with "!"? (for example like D:\opsu! or C:\osu!)
opsu! doesn't work in directories with an exclaimation mark.
at least we know that you are still maintaining it leleuphyy wrote:
...so I realized I was handling that error completely wrong. It actually gets caught as of 50d55d8 (hopefully).
Sorry for being gone for so long -- I haven't had the time to keep up with this project lately. I'll get back to it when I have the chance.
Awesome! You back on the project? Love to see this progress more! 🙌euphyy wrote:
Release: v0.9.0
Summary of important changes:Thanks again for all your support!
- Speed changing: This update implements the "Half Time" and "Double Time" mods, as well as playback speed selection during replays. Note that pitch is shifted with the current implementation; a new music player is in the works.
- Back-end updates: There were some major back-end additions, notably hit object stacking and Catmull curves.
- Visual improvements: Changed to a cleaner font (Droid Sans Fallback), improved hit animations, and fixed a handful of other issues.
- Download servers: Added support for downloading from the osu!Mirror and Hexide servers.
kinda agree on that, but i don't think we can deal with multiple different platforms with one codebase (monkeypatching those will be ugly, like REALLY ugly in my sense). cmiiw though since i don't really involved with multiplatform software development before....Bigpet wrote:
I'm currently exploring to maybe making a platform shim, so that opsu! can be more easily ported to other platforms (because, lets be honest, there's no one single framework that can truly handle all platforms with reasonable trade-offs).
Slick patches probably because of recent skin select implementation (vs single selection on previous) and changes on hit lighting and scores (300,100,50,miss)Bigpet wrote:
Anyway during that exploration I saw that a bunch of the Slick2D files seem to be patched, is there a brief explanation as to what was changed?
(I know that I can always just do a diff, but asking doesn't hurt and I can do other things in the meantime )
Gradle build... well not a big issue for me but i actually quite love Maven because i can do shading (put all .jars in one .jar file).Bigpet wrote:
Also it seems to me that using Gradle as a build system is lot easier for the purposes of creating multiple versions and swapping out parts of the source on different platforms. But I'll worry about that a lot later when it becomes relevant, I just want to test the waters on how attached you are to Maven as the build system .
Sure, that'd be fantastic! (Though it'd be even better if you finished the sliders first... XD) Fill me in with more details if you decide to follow through with this!Bigpet wrote:
Yeah, I'd say 2 or 3 (but the program should still perform reasonably if someone puts a ridiculous number of sliders on one screen XD). You could probably calculate the max for a beatmap while parsing its hit objects without much effort, though... but that's up to you. xPBigpet wrote:
3 might not be enough... get a TAG 4 map and add EZ mod and bang, at least 10 sliders....euphyy wrote:
Yeah, I'd say 2 or 3 (but the program should still perform reasonably if someone puts a ridiculous number of sliders on one screen XD). You could probably calculate the max for a beatmap while parsing its hit objects without much effort, though... but that's up to you. xP