Very true.
It's sort of a tube-like coloring; it's light in the middle and dark on the outer sides.
It's sort of a tube-like coloring; it's light in the middle and dark on the outer sides.
<3 yoshi~YoshiKart wrote:
Very true.
I checked a RSG video; even though it's not an "x" (don't know the name for it... translation plz?), it still does not fade in like the numbers.peppy wrote:
The whole animation is different on ouendan. Not sure I plan on changing this.
well i don't like the lines because i don't see how that adds "transparency"peppy wrote:
The lines are actually transparent. As I said, I quite like this look, but it seems you don't.
The kanji used after the numbers in Ouendan is 連 (ren, here "chain/combo").YoshiKart wrote:
I checked a RSG video; even though it's not an "x" (don't know the name for it... translation plz?)
Yeah, that's 得点 (tokuten).YoshiKart wrote:
BTW, know the "score" kanji from the top screen?
There should be an option, "alternate slider rendering method." The entire slider would be rendered (in software) to a single texture which is placed in a semitransparent poly. The software rendering of the slider can be done gradually to achieve the "snaking slider" effect. This would also probably solve the NDS port's troubles with sliders eating memory.xerxes_oli wrote:
well i don't like the lines because i don't see how that adds "transparency"peppy wrote:
The lines are actually transparent. As I said, I quite like this look, but it seems you don't.
and would like to be able to see the picture/video/character behind the slider like you do on the oto2 and eba.
Making the whole slider texture would look crap because the border would also be transparent. Software rendering is slow and ugly. This also makes no logical sense. As I have already said - the current sliders can be made tarnsparent, but are not due to it making them look crap. I have added slight transparency in the test build and it looks almost not crap, so that will probably make it to the next public.MetalMario201 wrote:
There should be an option, "alternate slider rendering method." The entire slider would be rendered (in software) to a single texture which is placed in a semitransparent poly. The software rendering of the slider can be done gradually to achieve the "snaking slider" effect. This would also probably solve the NDS port's troubles with sliders eating memory.
Can be done already.MetalMario201 wrote:
-Add the option to disable the default hit circle and slider noises, keeping just the whistle, etc.
Eh, if someone actually asks me to use these in a beatmap i'll look at it.MetalMario201 wrote:
-Add the skinning option to use different sounds for the slider ticks for Whistle, Finish, etc., and the slider slide for Finish.
Planned but not yet done. Feel free to donate to help with the progress .MetalMario201 wrote:
-Add "Custom 1" and "Custom 2" hitsounds, which could only be used in a map's internal skin. These, too, could include hit, slide, and tick noises.
Can be set in options.Behonkiss wrote:
In the Ouendan games, the combo fire can increase to cover most of the screen, while in osu! it only reaches about 1/3. Can the height be increased?
I do mean on a per-note basis, you know. (Or am I just unable to track down where to change this?)peppy wrote:
Can be done already.MetalMario201 wrote:
-Add the option to disable the default hit circle and slider noises, keeping just the whistle, etc.
It's actually necessary for the authentic levels with bleepy sliders. The bleeps would be assigned to, say, the Whistle's slidertick, leaving the regular slidertick using a jingle bell. Currently, timing sections must be used, sometimes very frequently.peppy wrote:
Eh, if someone actually asks me to use these in a beatmap i'll look at it.MetalMario201 wrote:
-Add the skinning option to use different sounds for the slider ticks for Whistle, Finish, etc., and the slider slide for Finish.
Use the timeline.MetalMario201 wrote:
Edit: I found a missing feature in the new (but still great) slider noises feature. On Sekai wo Sore wa Ai to Yobunda Ze, Intense, at 0:59:145 (using ZZT The Fifth's timing), there's a slider that has a whistle on its start, no whistle on its rebound (can do), but no whistle when it ends at the same place it started, which I can't do. I can see this being a pickle.
im sooo happy with the opengl sliders they are great!! only if directx had them...and i wouldnt count as done for that reason~YoshiKart wrote:
To make xerxes happy, I found out that the sliders look more transparent and more similar to Ouendan/EBA when played in OpenGL renderer.
Is it me, or is the combo counter NOT sliding smoothly in and out of the screen during breaks? Was it like that in the past, or am I just forgetful? =/
Incorrect - has been discussed before and it is not consistent throughout all levels. We decided to handle it as it is. This is osu!, not ouenda/eba (and this thread is getting really tired and old)MetalMario201 wrote:
Also, in OTO/EBA, a spinner belongs to the combo preceeding it. Play Jumping Jack Flash or another level with lots of spinners. The last regular note of the combo is not a(n) (Elite) Beat, but a regular 100/300/etc. The spinner then counts as the appropriate bonus. This, of course, requires score deletion (just like the slider end not counting towards the combo if missed), so save it for whenever you planned to reset all the scores.
Elite Beats don't help your score at all. It only helps your HP bar. Check the FAQ on scoring. So, it won't need a score reset.MetalMario201 wrote:
Also, in OTO/EBA, a spinner belongs to the combo preceeding it. Play Jumping Jack Flash or another level with lots of spinners. The last regular note of the combo is not a(n) (Elite) Beat, but a regular 100/300/etc. The spinner then counts as the appropriate bonus. This, of course, requires score deletion (just like the slider end not counting towards the combo if missed), so save it for whenever you planned to reset all the scores.