You can precalculate all the bezier curve and hold them in a table. More memory usage, faster / no lag during gameplay.
Most of the things so far have beenTheCameleon wrote:
I can't do anything for offsets. The best thing I can do is to tell you to use Firefox 4 (and not 3.6) or Chrome
(for me the offset is near 1 second on firefox 3.6 but there is almost no offset on firefox 4)
This should explain most of your issues. http://osu-web.tk/unstable/ is known to be buggy. It's just a live preview of current code. If you want sth more stable, go to http://osu-web.tk/ but features in development (eg bezier :p) are not present.TheCameleon wrote:
NB. bezier curves are on the unstable branch, thus other features may not work (eg spinners)
WebGL actually draws to a canvas, but browsers try to use hardware acceleration, but I doubt it would be more efficient. Moreover it's more 3D oriented, which is not our target.mm201 wrote:
WebGL seems like a better tool for the job than raster drawing to a canvas.
More explanations about *why* it uses flash. That website produces sounds (≠playing .ogg/.mp3 files). Raw sound edition/manipulation is not possible with html5. (for example, http://mta.me/ which is in html5 also *makes* audio using flash)strager wrote:
That uses Flash.Clemaister wrote:
Please check Balldroppings, you'll see that's possible.
Neo Adonis wrote:
About the hit circles, why don't you try to use the sprites instead of circle drawing? The same with numbers. I'll search how to make color blend in canvas. If it's not possible, I'll say you. Or, if you can make it server-side, try coloring sprites using plugins (GD or ImageMagick if you're using PHP) and return the colored sprites.
As we moved a bit forward, we may start to use sprites (images) soon. We'll keep an option to use only drawing, for slower computers (even if slower computers are not really targeted...). We'll do the whole thing with <canvas>, since we removed all the server side.Hyguys wrote:
and more design on skin , to make the skin look like the default osu skin.
Neo Adonis wrote:
(And before I forget it: http://osu.ppy.sh/?p=faq&n=2&c=7 [Scoring section]. No need to get worried about it ATM, though. Just a reminder.)
Thanks :)strager wrote:
They're based off Overall Difficulty, not the speed of the song. Sliders are much more lenient with timing, too (kinda...). Make your own fancy formula (e.g. (10 - OD) * 35 ms overall hit window, with * 15 ms for 100 and * 25 ms for 50); once you have the game up and running you can worry about making it more like osu!.
LunaticMara wrote:
Previous song is still playing when playing next map.
both fixedGuy-kun wrote:
One thing, once you resume, the play window won't disappear
Well, that's what we are doing ;)mm201 wrote:
osu!'s approach is to divide the slider into a set of lines equally separated in parameter space (not distance). (Spacing them equally in distance involves some messy calculus/combinatorics which just isn't worth it.) The renderer then doesn't concern itself with drawing beziers, just joined line segments. This allows for any and all sorts of curves to be drawn.
Bezier.prototype.pointAtDistance = Catmull.prototype.pointAtDistance? Those functions are used to place the ball on the slider ;)
thanks :) changed to "Continue"akrolsmir wrote:
Nice concept, and I'll be looking forward to future updates. For now, slight translation issue:
On the pause menu, it shows: "Pause - Hit "P" to restart the game"
But it really should be "unpause" or "continue" instead of "restart"; in English "restart" usually means to start again from the beginning, which can get confusing.
Of course you can !akrolsmir wrote:
Also, how can I take a look at the code behind this? I looked around the project page but I don't know French, and the links under stable and unstable show "The resource could not be found." ( I wanted to see how bezier curves are drawn for my apps).
^ from page 3strager wrote:
How about you abstract it enough so you can replace it when needed and so people can stop discussion shit which doesn't matter because this won't be finished anyway?
marcostudios wrote:
It would be cool but it needs to be playable
Marcin wrote:
What a necro...
What if I told you that this project is from 5 years ago?ctg1996 wrote:
Its quite well done.
Only thing I would suggest is to add keyboard options. ZX YZ etc but well done :-)
LOLClemaister wrote:
Hey people,
TheCameleon and I are working on a new project : program osu! in JavaScript and HTML5 in order to make an osu! on web, to make it playable directly on a browser.
Advantages :
- Osu! could be played on many touch phones able to suf on internet.
- People who can't play the game for some reasons (Mac & Linux users, people using a computer that does not have good performances etc...)
- Players will be able to try the game (whitout creating account), before downloading it which will avoid people who never play the game saying "Oh, this game is fucking stupid".
Disadvantages :
- Very long project.[but that's a detail]
- Graphism will not be as nice as osu!.
Some people will say that it's really a mad project, but we know that's possible, mostly with the powerful new element in HTML5, <canvas>.
Of course, it'll be easier and faster if we had the source of osu! to have an idea more clear of structuring the program, but we know that a source is not a thing easy to give so...
You can try it at
www.osu-web.tk
Anyway, hope you'll like the idea of this project.
Also I'll post here some projects by TheCameleon, to show what he is able to program.
Links:
- Osu! web
www.osu-web.tk
test version (very unstable)
Project page
Contribute (dev page)
- Power of progamming languages (JS) :
Balldroppings
FPS Game
Other possiblities for JavaScript
- Projects of TheCameleon
Pictuga
BeatMP3
Yes,that web osu! needs a skip button but its no probghostshipCrowie wrote:
it needs a skip button!