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Sendji

euphyy wrote:

Sendji wrote:

I have two other problems and both could be seen on the screen below.
They should both be resolved in the desktop version; the slider rendering was completely rewritten in version 0.10.0 (by Bigpet).
Awesome! Waiting for the Android release.


Is the spinner bug going to be fixed? It freezes every 0.5 second after starting spinning.
rodrigez_BCL_

Hydrixel wrote:

it laggs soo much when spinners appear... but osudroid doesent have this problem.... :( :( :o :o :o :o :o :o :o
Maybe its the OpenGL render, on my Samsung Galaxy Tab 3 it lags me but on my MetroPCs don't lags at all.
rodrigez_BCL_
It's on your future plan implement an online mode?
Howl

rodrigez_BCL_ wrote:

It's on your future plan implement an online mode?
We (me and euphyy) had a chat about this a few months ago. tl;dr of what he told me then: it would be pretty complicated to do. Although if a lot of people are willing to help, we can figure something out.
Xerath Solo Top
On opsu! android version, there's no hitsounds
i cant provide any logcat sorry.
Currently running CyanogenMod 12.1 (Android 5.1.1) Sprout8 (Android One) Official Nightlies.
Sorry 4 my bad english XD
WasuraretaKioku

Xerath Solo Top wrote:

On opsu! android version, there's no hitsounds
i cant provide any logcat sorry.
Currently running CyanogenMod 12.1 (Android 5.1.1) Sprout8 (Android One) Official Nightlies.
Sorry 4 my bad english XD



Fix for no hitsounds on CM12.1 / Android 5.1.1,
Go to Settings>Developer Options and find the option "Use AwesomePlayer (deprecated). Activate that then reboot.
Tadaaa~~~~ Problem Solved! (Don't forget to set the option "Disable All Sound Effects" to "No" on Opsu! Android.)
Hope it helps
Sorry for very bad english hahahaha
Xerath Solo Top
@WasuraretaKioku thank you! This actually solved my problem! You Rock XD!
Hot Loli
how can i play streams? (android)
chong601

Hot Loli wrote:

how can i play streams? (android)
*facepalm*
just tap as fast as you can (or use a keyboard if you phone support USB On-the-Go)
Hot Loli

chong601 wrote:

Hot Loli wrote:

how can i play streams? (android)
*facepalm*
just tap as fast as you can (or use a keyboard if you phone support USB On-the-Go)
ok, i'll rephrase my question. how can i stream with 2 fingers, not one. I tryed to play using one finger like a pen and two for tap but it didn't work. you advice me to play streams with 1 finger? mb you will advice me to play only mouse in pc version then?
Howl

Hot Loli wrote:

chong601 wrote:

*facepalm*
just tap as fast as you can (or use a keyboard if you phone support USB On-the-Go)
ok, i'll rephrase my question. how can i stream with 2 fingers, not one. I tryed to play using one finger like a pen and two for tap but it didn't work. you advice me to play streams with 1 finger? mb you will advice me to play only mouse in pc version then?
If you've got a screen big enough, you can try doing this.
chong601

Hot Loli wrote:

ok, i'll rephrase my question. how can i stream with 2 fingers, not one. I tryed to play using one finger like a pen and two for tap but it didn't work. you advice me to play streams with 1 finger? mb you will advice me to play only mouse in pc version then?
well only if you have big screen, then you can use 2 fingers to stream (7+ inch minimum, 10 inch recommended) or use a keyboard attached to your phone
Keep in mind because opsu-android have limitations that it only can register only one input at a time because ospu-android emulates touch input as mouse for now.
Hot Loli
Well then, i don't have tablet, just phone 4.7 inch. Waiting for another input method.
gintoki147
I love this project.
Personally, I think you should drop desktop support and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
Howl

gintoki147 wrote:

I love this project.
Personally, I think you should drop desktop support and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
I think you got the point wrong here. There is one guy working on the PC version, which is opsu! itself, and another one who is working on opsu! for android. I think euphyy (the creator and mantainer of the PC version) would rather carry on working on it for the PC version, while leaving everything related to the android version to fluddokt, the guy working on the android port.
Topic Starter
euphyy_old

Howl wrote:

gintoki147 wrote:

I love this project.
Personally, I think you should drop desktop support and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
I think you got the point wrong here. There is one guy working on the PC version, which is opsu! itself, and another one who is working on opsu! for android. I think euphyy (the creator and mantainer of the PC version) would rather carry on working on it for the PC version, while leaving everything related to the android version to fluddokt, the guy working on the android port.
It seems that fluddokt has been even busier than I have lately, which is why the Android version hasn't been getting as many updates. (I don't blame him, since porting my changes can't be very interesting...) But it's all open source, so really anyone can take over if they want to.

A technical issue is the way the Android version is written. To actually get the program running on Android, fluddokt had to switch the game engine from Slick2D (simple, dead, and desktop-only) to libGDX. But instead of porting the source code, which would've taken a very long time, he's "faking" the Slick2D API and replacing the implementation of all referenced methods with libGDX code. It works, as you can tell, but comes with these large problems:
  1. If someone updates the Slick2D code and calls Slick2D methods not yet "faked", all of those methods need to be rewritten as well (which isn't always easy, or even possible).
  2. If anyone continues developing the libGDX code with pure libGDX calls, the source code will be a mess of mixed Slick2D/libGDX and merging changes from the Slick2D code will get significantly harder.
  3. Some desktop code needs to be rewritten to work at all on Android, which makes things even more complicated.
The only two choices I can see are to rewrite the project completely in pure libGDX (which nobody wants to do) or continue developing in Slick2D and porting the changes (which anyone can try to do, if they're up for it).

A more practical problem is that I don't actually own an Android device, so I'm not easily able to test anything for it.
chong601

euphyy wrote:

It seems that fluddokt has been even busier than I have lately, which is why the Android version hasn't been getting as many updates. (I don't blame him, since porting my changes can't be very interesting...) But it's all open source, so really anyone can take over if they want to.

A technical issue is the way the Android version is written. To actually get the program running on Android, fluddokt had to switch the game engine from Slick2D (simple, dead, and desktop-only) to libGDX. But instead of porting the source code, which would've taken a very long time, he's "faking" the Slick2D API and replacing the implementation of all referenced methods with libGDX code. It works, as you can tell, but comes with these large problems:
  1. If someone updates the Slick2D code and calls Slick2D methods not yet "faked", all of those methods need to be rewritten as well (which isn't always easy, or even possible).
  2. If anyone continues developing the libGDX code with pure libGDX calls, the source code will be a mess of mixed Slick2D/libGDX and merging changes from the Slick2D code will get significantly harder.
  3. Some desktop code needs to be rewritten to work at all on Android, which makes things even more complicated.
The only two choices I can see are to rewrite the project completely in pure libGDX (which nobody wants to do) or continue developing in Slick2D and porting the changes (which anyone can try to do, if they're up for it).

A more practical problem is that I don't actually own an Android device, so I'm not easily able to test anything for it.
Well, to be honest, I would support the choice to rewrite the entire game in libGDX.

Reasons are because of libGDX are targeted at making games on any platform as well as cleaner code base (as long we don't do much of editing and mucking around)
From my view, most of the game (map parser, objects, states (need confirming, yet to reach that part), sounds) itself can be retained as is, but the drawing part must be rebuilt to use libGDX platform.

Also, by changing to libGDX, the performance issues on opsu-android may be possible to be handled since there's no API faking going on everywhere as well as the desktop version which seems still have room for more improvement

For the part of rewriting, I might able to offer my help but because of my Java skill limitations (and the fact that libGDX documentation is quite lengthy, so it takes time for me to understand how the whole platform works for now), I might unable to handle the project on my own and have to keep up with RL stuff.
Topic Starter
euphyy_old

chong601 wrote:

I don't think there'd be any significant performance gains because opsu! isn't very resource-intensive anyway. There's also a lot of Slick-specific code in the states and audio, so there's more rewriting required than you'd expect. I'm not discouraging you from porting the code, but if you're willing to do that much, it might really be more worth your time to help fluddokt merge changes over to his fork. (Though the new slider rendering code might be a pain to move over there...)
Hydrixel
ummm is the spinner glitch for opsuandroid fixed? (using tablet btw) laggs for half a second
XinCrin

gintoki147 wrote:

I love this project.
Personally, I think you should drop desktop support and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
Don't download 1/4 beatmaps then. Is that hard?
opsu! could need specific beatmaps for it, like osu! stream
AGRX

XinCrin wrote:

gintoki147 wrote:

I love this project.
Personally, I think you should drop desktop support and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
Don't download 1/4 beatmaps then. Is that hard?
opsu! could need specific beatmaps for it, like osu! stream
im not a fan of touch screen osu but what about having bottom right corner of screen for tap overlay keys.
chong601

Agrrox wrote:

im not a fan of touch screen osu but what about having bottom right corner of screen for tap overlay keys.
tfw opsu!-android have no support of multitouch
XinCrin
Play streams is not fun in a touch screen imo.
chong601
play streams on a touchscreen to guide the cursor and use a keyboard to tap is fun imo.

but good luck getting used to the touchscreen delay
gintoki147
I don't know if this is a known issue, but still...
Even though I adjusted the music offset in the options menu, some songs are clearly out of sync with the objects, while others play just fine.
Maybe opsu! is not reading the beatmaps' offset correctly?

I'm playing on Android btw
Howl

gintoki147 wrote:

I don't know if this is a known issue, but still...
Even though I adjusted the music offset in the options menu, some songs are clearly out of sync with the objects, while others play just fine.
Maybe opsu! is not reading the beatmaps' offset correctly?

I'm playing on Android btw
Probably the beatmaps don't have a correct offset. A local offset feature (per-beatmap offset) has already been requested on this thread.
YangireKaito
I'm trying to find the Ios version.Does it work on ios?
Topic Starter
euphyy_old

YangireKaito wrote:

I'm trying to find the Ios version.Does it work on ios?
Theoretically, yes. But nobody has tried building the libGDX version for iOS because I think nearly none of the contributors have Macs... (and here's my request that's been ignored :P)
YangireKaito
Awwwww.....Damn my android sux.My pc is good but Ican't use it always.
Topic Starter
euphyy_old
Release: v0.11.0
This update contains a lot of bug fixes, some new features, UI improvements, and a new build system.
  1. Animations: Added easing animations on a lot of elements, so all the menus feel pretty different from before.
  2. "Hidden" mod: With this release, all the core game mods are now complete.
  3. Download servers: Added additional download options for YaS Online, Mnetwork, and MengSky.
  4. Gradle: With the help of LemonLake, you can now build opsu! using Gradle (or keep using Maven). This came with the bonus of removing JarSplice from the build cycle, as opsu! now has its own native loader.
The bug fixes are too numerous to list here, so check out the release notes if you're interested. Thanks again for all the support!
XinCrin
It was working with previous version but I can't open it now. I got this error, I don't know if someone could help me. Thanks in advance :)

SPOILER
Tue Sep 01 21:23:06 CLT 2015 ERROR:Pixel format not accelerated
org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:247)
at org.lwjgl.opengl.Display.createWindow(Display.java:306)
at org.lwjgl.opengl.Display.create(Display.java:848)
at org.lwjgl.opengl.Display.create(Display.java:757)
at org.newdawn.slick.AppGameContainer.tryCreateDisplay(AppGameContainer.java:302)
at org.newdawn.slick.AppGameContainer.access$000(AppGameContainer.java:34)
at org.newdawn.slick.AppGameContainer$2.run(AppGameContainer.java:367)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:348)
at itdelatrisu.opsu.Container.start(Container.java:69)
at itdelatrisu.opsu.Opsu.main(Opsu.java:205)
Tue Sep 01 21:23:06 CLT 2015 ERROR:** Uncaught Exception! **
Tue Sep 01 21:23:06 CLT 2015 ERROR:null
java.lang.NullPointerException
at itdelatrisu.opsu.GameImage.setDefaultImage(GameImage.java:615)
at itdelatrisu.opsu.GameImage.getImage(GameImage.java:553)
at itdelatrisu.opsu.ui.Cursor.reset(Cursor.java:290)
at itdelatrisu.opsu.Container.close_sub(Container.java:121)
at itdelatrisu.opsu.Container.start(Container.java:75)
at itdelatrisu.opsu.Opsu.main(Opsu.java:205)
Topic Starter
euphyy_old
To everyone who's been asking, fluddokt updated the Android version to 0.11.0a, and you can get it here: https://github.com/fluddokt/opsu/releases/tag/0.11.0a
Thanks so much for still maintaining this!

XinCrin wrote:

It was working with previous version but I can't open it now. I got this error, I don't know if someone could help me. Thanks in advance :)
Does this page help? http://hopper.minecraft.net/help/pixel- ... celerated/
-[Cow]-
Nice work but I have some requests:
MouseSpeed = xx.xx
Frame Limiter = Unlimited
Skinnable Logo and Play / Exit / Download buttons :/
Topic Starter
euphyy_old

Osugye wrote:

Nice work but I have some requests:
MouseSpeed = xx.xx
Frame Limiter = Unlimited
Skinnable Logo and Play / Exit / Download buttons :/
No idea how to change mouse sensitivity in LWJGL (you probably can't). I don't think unlimited FPS is necessary (it really eats up CPU in Slick2D, and it probably wouldn't have any benefits), but feel free to modify the source code yourself -- I can point out the few lines you'd need to change if needed. And everything is skinnable.
HappyDayzTaken
Will there be a download for ios users? Idk how to download this for ios xD

p.s: srry if this is old and i brought it up to the top :v xC
WasuraretaKioku

HappyDayzTaken wrote:

Will there be a download for ios users? Idk how to download this for ios xD

p.s: srry if this is old and i brought it up to the top :v xC

no opsu! for ios sorry XD
There's no current developer/porter for ios

But it's possible since libGDX supports IOS? or they need to rewrite the code to Objective-C, Swift??? (sorry im noob at programming/coding so don't get mad at me XD)
chong601

HappyDayzTaken wrote:

Will there be a download for ios users? Idk how to download this for ios xD

p.s: srry if this is old and i brought it up to the top :v xC
well, we did ask someone who have Mac OS X to help build one, but no one replied so there's no iOS build out there

WasuraretaKioku wrote:

But it's possible since libGDX supports IOS? or they need to rewrite the code to Objective-C, Swift??? (sorry im noob at programming/coding so don't get mad at me XD)
iirc, they can use the same codebase (since libGDX can be built to iOS as well using the same code on Windows, Mac, Linux, Android and Web)
gintoki147
Thanks for the updates.
This project is doing well. I love it. :3

An offset assistant would be great. It took me a while to find the correct offset to use. -120ms works nice.
I guess the spinners on Android are somewhat broken. I never get to score more than 50 on them, even though I'm sure I'm doing it right.
WasuraretaKioku
Mine too. Currently running Resurrection Remix (Cyanogen Based) 5.1.1 and my offset is -145ms (lol)
and the spinners "lags" half a second. but thanks to USB OTG i can stream smoothly haha

Sorry for bad english.
gintoki147
Hm, I still believe there is something wrong with how opsu! reads individual songs offsets.
This time I made a video to prove my point:


As you can see, the same offset can't be used for all songs.
-125ms works well for Airman ga Taosenai, but the same can't be said for Breathe, which only plays well with -80ms.

Note: The beatmaps used in this video can be played in osu! with default 0ms and no further adjusting.
Topic Starter
euphyy_old
Release: v0.12.0
This update brings major UI enhancements.
  1. Snaking sliders: These are finally implemented (thanks to Bigpet), and can be disabled in the options.
  2. Kinetic scrolling: Much more natural scrolling in the game menus (thanks to fluddokt), and now the song menu looks a lot more like (an old version of) osu!.
  3. Star ratings: Ported the osu!tp beatmap difficulty algorithm as provided in Tom94's repository. It's not entirely accurate, I think, but is close and definitely helpful to have.
There are several more updates and bug fixes listed in the release notes.

gintoki147 wrote:

An offset assistant would be great. It took me a while to find the correct offset to use. -120ms works nice.
I guess the spinners on Android are somewhat broken. I never get to score more than 50 on them, even though I'm sure I'm doing it right.
I agree that there should be an offset assistant, but that's among the many features that aren't possible until the audio system is replaced -- it requires beat listeners and those aren't currently available. I don't know what's wrong with the Android spinners, but you should report any details you have to fluddokt's GitHub repository since they're working fine on desktop (as far as I can tell).
KyoshiDeath
Hey, I have a problem I can't change the size of the window even if I change the resolution in the options...
And how do I change the sensibility in game ? is it a raw input option ?

Thank you for all the work by the way :D
AGRX

gintoki147 wrote:

Hm, I still believe there is something wrong with how opsu! reads individual songs offsets.
This time I made a video to prove my point:


As you can see, the same offset can't be used for all songs.
-125ms works well for Airman ga Taosenai, but the same can't be said for Breathe, which only plays well with -80ms.

Note: The beatmaps used in this video can be played in osu! with default 0ms and no further adjusting.
I have also problem with offset. Each beatmap has different offset. Running opsu on mac.
Rori Vidi Veni
This informative post will be deleted anyway, just move along
XinCrin
I guess Bloodcat is not working or something else o=
It happens only when I select Bloodcat to download beatmaps

power007
last time I played opsu I had to change different offsets for every song.
AGRX
have mac and xcode with command lines installed, just in case when i need to install some mac apps using make install commands ;3
but dont know much about ios compiling or programing.
masdafugh
Why on my android device used opsu version 0.12.1A
Iam find FPS DROP?
how yo fix this?

My phone is ASUS ZENOFONE 2
cpu 2,3ghz quadcore intel inside
Ram 4gb (free 2gb up)
Gpu powerVR rogue G6430

Plis help me to fix this on nexts update.
rikonee
Have tried version 0.12.0, 0.12.1, 0.5.0. Any idea?
Bigpet
Yeah I got no clue why it's trying to use jnlp.

Try just opening a console, navigate to the folder the jar is in and use "java -jar [filenameoftheopsujarhere].jar"

if that doesn't work and you're using IcedTea, maybe just try to install Oracle Java
rikonee
The Command is working , thank you :D
It seems like my Linux Mint prefer to use IcedTea. :oops:
hyprpopweddings
The touchscreen+keyboard method doesn't work properly. After i click on whatever is set as K1 during gameplay, all of my K1 and K2 clicks AND holds count as a click. So if i want to play a beatmap in opsu!, i have to only use K2, or else i can't do sliders and spinners untill i go to the song selection menu, and choose the beatmap again. Using the Android port if that's important.
integerlimit
Wish you can stream :(
Greydus

KyoshiDeath wrote:

Hey, I have a problem I can't change the size of the window even if I change the resolution in the options...
And how do I change the sensibility in game ? is it a raw input option ?
Thank you for all the work by the way :D

You need to restart opsu to apply the size of the window
Greydus
The FL mod affects the new slider design, I don't know about the EZ mod, I'll test it out later.
It only happens with the FL mod sorry.
This is regarding the Android version
LG-V410 (Or LG G3, w/e floats your boat) with Android 5.0.2 Lollipop
rizal12378
why i cant opened it ;_;

error message
Thu Oct 29 17:46:08 ICT 2015 ERROR:Could not connect to database: '.\.opsu.db'.
Thu Oct 29 17:46:08 ICT 2015 ERROR:Error opening connection
java.sql.SQLException: Error opening connection
at org.sqlite.core.CoreConnection.open(CoreConnection.java:215)
at org.sqlite.core.CoreConnection.<init>(CoreConnection.java:76)
at org.sqlite.jdbc3.JDBC3Connection.<init>(JDBC3Connection.java:24)
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.BeatmapDB.init(BeatmapDB.java:74)
at itdelatrisu.opsu.db.DBController.init(DBController.java:46)
at itdelatrisu.opsu.Opsu.main(Opsu.java:166)
Caused by: java.lang.NullPointerException
at org.sqlite.SQLiteJDBCLoader.extractAndLoadLibraryFile(SQLiteJDBCLoader.java:169)
at org.sqlite.SQLiteJDBCLoader.loadSQLiteNativeLibrary(SQLiteJDBCLoader.java:290)
at org.sqlite.SQLiteJDBCLoader.initialize(SQLiteJDBCLoader.java:65)
at org.sqlite.core.NativeDB.load(NativeDB.java:53)
at org.sqlite.core.CoreConnection.open(CoreConnection.java:211)
... 12 more
Thu Oct 29 17:46:58 ICT 2015 ERROR:opsu! could not be launched for one of these reasons:
- An instance of opsu! is already running.
- Another program is bound to port 49250. You can change the port opsu! uses by editing the "Port" field in the configuration file.
Thu Oct 29 17:47:23 ICT 2015 ERROR:Could not connect to database: '.\.opsu_scores.db'.
Thu Oct 29 17:47:23 ICT 2015 ERROR:Error opening connection
java.sql.SQLException: Error opening connection
at org.sqlite.core.CoreConnection.open(CoreConnection.java:215)
at org.sqlite.core.CoreConnection.<init>(CoreConnection.java:76)
at org.sqlite.jdbc3.JDBC3Connection.<init>(JDBC3Connection.java:24)
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.ScoreDB.init(ScoreDB.java:88)
at itdelatrisu.opsu.db.DBController.init(DBController.java:47)
at itdelatrisu.opsu.Opsu.main(Opsu.java:166)
Caused by: java.lang.NullPointerException
at org.sqlite.SQLiteJDBCLoader.extractAndLoadLibraryFile(SQLiteJDBCLoader.java:169)
at org.sqlite.SQLiteJDBCLoader.loadSQLiteNativeLibrary(SQLiteJDBCLoader.java:290)
at org.sqlite.SQLiteJDBCLoader.initialize(SQLiteJDBCLoader.java:65)
at org.sqlite.core.NativeDB.load(NativeDB.java:53)
at org.sqlite.core.CoreConnection.open(CoreConnection.java:211)
... 12 more
how to fix it?
nerfs
Will the Android version going to support .osk skin files?

Or will it ever be able to change skins? At least just using images instead of .osk files?

(Sorry for shoving this thread to top.)
[-Xetanai-]
Gave it a try on both Windows 10 and Android Lollipop.

I was pleasantly surprised to find it automatically detected my vanilla Osu! beatmaps.
Another thing I really liked, specific to the Android version, was that you could play by holding a finger down as you would a tablet, tapping with your other fingers to click. This actually made streams possible on a touch screen, which was a very nice touch.

My only complaint is the lack of a sensitivity option on Windows, though it certainly isn't gamebreaking in the slightest.

All in all, I like it!
Zuga
I like the game although I think it needs a sensitivity slider and some resolution options.
vitail
an option to change the sensibility of the cursor would be good!
chong601

nerfs wrote:

Will the Android version going to support .osk skin files?

Or will it ever be able to change skins? At least just using images instead of .osk files?

(Sorry for shoving this thread to top.)
you can copy the skin into the opsu! folder\Skins
(not sure if they do support .osk extraction though)
Changing skins can be done on Options.

Codwwe348 wrote:

some resolution options.
resolution settings can be found in Options

Codwwe348 wrote:

I like the game although I think it needs a sensitivity slider

vitail wrote:

an option to change the sensibility of the cursor would be good!
IIRC, this is not possible in Java (at least from the library it uses)
NoYzE
I really like it. And because of java it runs awesome on Linux :D
[-Xetanai-]
Noticed an issue.
On a laptop running 1366x768, the bottom of the window cuts off, making it impossible to get far in, since it cuts off the import all button.
Topic Starter
euphyy_old

[-Xetanai-] wrote:

Noticed an issue.
On a laptop running 1366x768, the bottom of the window cuts off, making it impossible to get far in, since it cuts off the import all button.
You can change the resolution in the options menu.
Greydus

nerfs wrote:

Will the Android version going to support .osk skin files?
Or will it ever be able to change skins? At least just using images instead of .osk files?
(Sorry for shoving this thread to top.)

It support skins, but it doesn't support .osk extraction yet
[-Xetanai-]

euphyy wrote:

[-Xetanai-] wrote:

Noticed an issue.
On a laptop running 1366x768, the bottom of the window cuts off, making it impossible to get far in, since it cuts off the import all button.
You can change the resolution in the options menu.
That's the problem. I'm not able to see that button either
Lagel
TFW this runs better than the official OS X release
AGRX

Lagel wrote:

TFW this runs better than the official OS X release
yes, but i have issues with offset always, or beatmap goes off-sync with song sometimes. Might be related to my mac maybe? Idk

but still a great project.
Leemon
I'm playing the Android version of opsu! and it's amazing, miles and miles ahead of osu!droid. The only problem I'm having is with hitsounds... sometimes they work, but most of the time they don't.
I leave the hitsounds at 100% in options, with master volume at 50%, music at 30% and effects volume at 30% as well. Am I doing something wrong?
GAT-X105Strike
Its lagging on my LG G7. Like the sound lags and the gameplay goes back and forth. Somebody help plz?
memecena
screen shots? and dose it work on windos 10
memecena
also will i still exp from it
JapanYoshiTheGamer
I get an error every time I boot...

Could not connect to database: '.\.opsu.db'.
java.sql.SQLException: Error opening connection
at org.sqlite.core.CoreConnection.open(CoreConnection.java:215)
at org.sqlite.core.CoreConnection.<init>(CoreConnection.java:76)
at org.sqlite.jdbc3.JDBC3Connection.<init>(JDBC3Connection.java:24)
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.BeatmapDB.init(BeatmapDB.java:74)
at itdelatrisu.opsu.db.DBController.init(DBController.java:46)
at itdelatrisu.opsu.Opsu.main(Opsu.java:166)
Caused by: java.lang.NullPointerException
at org.sqlite.SQLiteJDBCLoader.extractAndLoadLibraryFile(SQLiteJDBCLoader.java:169)
at org.sqlite.SQLiteJDBCLoader.loadSQLiteNativeLibrary(SQLiteJDBCLoader.java:290)
at org.sqlite.SQLiteJDBCLoader.initialize(SQLiteJDBCLoader.java:65)
at org.sqlite.core.NativeDB.load(NativeDB.java:53)
at org.sqlite.core.CoreConnection.open(CoreConnection.java:211)
... 12 more
NoYzE
Maybe you need to run the program as administrator, or start it from a user folder, that's not protected by the system.
sneakeyboard
Any linux users having issues with their mouse movements being too slow? I'm aware of the port relying heavily in Java engine, but the mouse sensitivity is the ONLY thing that makes it unplayable for me.

I'm being a bit selfish (haven't done deep research) by asking this too, but if anyone found a way to have the setting be just like in windows (where the speed is only for the client), I'd be one step closer to ditching windows :P

I'm pretty sure there's a multi-platform (gui-wise) tool for global mouse settings in Linux, so this will be my way around this, but I don't wanna surf the web with a mouse that always moves at the speed of light :P

Edit: Not really a bug though, just my mouse being slower than on the windows side of things. I'd like to add that the possibility could lie in the integrated intel graphics card (it's a netbook, so I'm no expecting much from it), but when it had windows installed there wasn't a problem with mouse speeds.


memecena wrote:

screen shots? and dose it work on windos 10
It does work. I read their github page and the application, being an open source project, runs on multiple platforms.

Here's a shot of their default skin right after you open the program:

https://itdelatrisu.github.io/opsu/images/screenshots/s01.png too big for the forums and my ocd, so just a link lol
Jesper
Built in java? so theoretically it could work on Linux?
Hikari -
So, It says Download some beatmaps to get started, But I already have beatmaps on osu, and when I donwloaded the beatmaps on opsu, It said ERROR and some codes
-shig-

JapanYoshiTheGamer wrote:

I get an error every time I boot...

Could not connect to database: '.\.opsu.db'.
java.sql.SQLException: Error opening connection
at org.sqlite.core.CoreConnection.open(CoreConnection.java:215)
at org.sqlite.core.CoreConnection.<init>(CoreConnection.java:76)
at org.sqlite.jdbc3.JDBC3Connection.<init>(JDBC3Connection.java:24)
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.BeatmapDB.init(BeatmapDB.java:74)
at itdelatrisu.opsu.db.DBController.init(DBController.java:46)
at itdelatrisu.opsu.Opsu.main(Opsu.java:166)
Caused by: java.lang.NullPointerException
at org.sqlite.SQLiteJDBCLoader.extractAndLoadLibraryFile(SQLiteJDBCLoader.java:169)
at org.sqlite.SQLiteJDBCLoader.loadSQLiteNativeLibrary(SQLiteJDBCLoader.java:290)
at org.sqlite.SQLiteJDBCLoader.initialize(SQLiteJDBCLoader.java:65)
at org.sqlite.core.NativeDB.load(NativeDB.java:53)
at org.sqlite.core.CoreConnection.open(CoreConnection.java:211)
... 12 more
I get the same error when I try opening the file too. Has anyone found a solution to this?
Topic Starter
euphyy_old
Release: v0.13.0

Sorry for the lack of updates here. There's been a lot of development since the last release (over a year ago!), especially within the past few weeks. You can read about all the changes in the release notes (linked above). Older clients should automatically receive the update. Enjoy! c:
Topic Starter
euphyy_old
Release: v0.14.0

This release finally adds the osu! HP algorithm. Lots of other UI improvements, better skin support and a .osk unpacker, and more.
Jesper
Pretty good
Topic Starter
euphyy_old
fluddokt updated the Android version to 0.14.0a! You can get it here: https://github.com/fluddokt/opsu/releases/tag/0.14.0a
SlowLogicBoy

euphyy wrote:

fluddokt updated the Android version to 0.14.0a! You can get it here: https://github.com/fluddokt/opsu/releases/tag/0.14.0a
Finally!
rikonee
Nice updates. :)

However despite the warning I had tried to allow the soundeffects. Now I can't get ingame, how to turn it off again? :oops:

I'm using Linux Mint 17.3.


Edit: Nevermind.
Pickkle
nice
ishokuP
Can you change the Directory of the songs in opsu! for android ??
ishokuP
Also how do you change the .cfg file in android ??
Topic Starter
euphyy_old
Release: v0.15.0

Key features are a local users system, video playback, and many more UI improvements (redesigns, new font, etc.). Also, a ton of bug fixes in this release.

pututu wrote:

Also how do you change the .cfg file in android ??
You'll have to open the file in a text editor. Sorry, couldn't find an easy way to make a file picker inside the game (without Swing).
Topic Starter
euphyy_old
Android release: v0.15.0a
Thanks to fluddokt as always :)
Kurante2801
Could you put an option to disable the hitcircles at the end of a slider plz? They really confuse me a lot
Syfish
Can you also add the ability to login to an osu! account instead of local accounts?
Fuyuka
Is it possible to get this working on iOS? osu!stream and osu! iPhone hasn't been updated in so long.
Liveon
I tried to get this on Android but it's impossible for me to download maps (connection error, even though I tried both wifi and my carrier's internet). Even if I manually put a song in the map it won't recognize it. Any idea how to fix this?
Purrah
Try using "Mnetwork" instead of the others, worked for me
StarUndrscre
what java file has the theme song and can you change it?
YourSenpaix
ty
fr00
is it possible to run on iOS :roll: :?:
demoncat96
opsu setup help

how to make it work
1. get java if you dont have it already
2. run opsu.jar with java
3 ones it starts you will have to find the server that you can download from
most common qustion: red is 1 person and green is an other
what server are you using
what could happen if u pick wrong one
awser: well it will only get you a error and it will not download
ok
so make shure you test all download server and see the one that is the best for ur download
make shure to reply if you have any other problem :D and il be happy to help you
DeletedUser_4050493
Will it support other modes later? thx in advance~
Fuyuka
According to the post it is possible to get this running on iOS. If someone could make this happen that would be amazing. I have a jailbroken device I can test it with.

Edit: I'll just need the .ipa
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