I plan to upload a new developer update after turning some menu sounds and animating hit bursts. This will add new elements such as sounds and other innovations but won't be as debugged. Some minor elements might be bugged but should be playable.. alignment issues and other stuff from community suggestions probs won't be done too .
stuff:
ADDED SHADOWS for clarity to↓ ↓ for ppl who use less bg dim
countdown
warning arrow
#spinner [not working] HELP MEEE!!! p/5925840
lifebar and score
ADDED SOUNDS:
typing (delete not yet)
Main Menu
Select Diffuculty
Section Fail / Pass
Pause / Fail
Spinner
22 apr:
Tuned some sounds and shortened main menu sounds
Added and tuned applause to ranking
NOTE TO SELF : tune the vol and maybe length of spinner reward thing and change slidertick sound to a more suited one other than the bells
todo:
back
idk.. switches?
Menu back
ADDED MISC:
Score, Song Pie and Accuracy are now dimmed during gameplay to increase focus on gameplay.
#Target and ScoreV2 mods added. [fix colour, too bright]
MISC LOG
working on new hitbursts
Just updated them, they are now rounded to match rounded style gameplay and colour filled for easier recognition (no more outline style, like a legit shape with black dot in middle)
Since I'm so tired I can't test this properly now so I'll come back later
ADDED SHADOWS for clarity to↓ ↓ for ppl who use less bg dim
countdown
warning arrow
#spinner [not working] HELP MEEE!!! p/5925840
lifebar and score
ADDED SOUNDS:
typing (delete not yet)
Main Menu
Select Diffuculty
Section Fail / Pass
Pause / Fail
Spinner
22 apr:
Tuned some sounds and shortened main menu sounds
Added and tuned applause to ranking
NOTE TO SELF : tune the vol and maybe length of spinner reward thing and change slidertick sound to a more suited one other than the bells
todo:
back
idk.. switches?
Menu back
ADDED MISC:
Score, Song Pie and Accuracy are now dimmed during gameplay to increase focus on gameplay.
#Target and ScoreV2 mods added. [fix colour, too bright]
MISC LOG
working on new hitbursts
archived content
Implemented a test version of the new hit bursts - not animated.
They grab way to much attention, and take way too long to recognise and fully understand in the mind. When one appears, you think 'whats that?', go look at it, and miss the next note.
Fixed the 'too flashy' issue by reducing the miss to a single-lined cross, and decreased the opacity of 50 and 100 bursts in gameplay down to 50%. It's still too flashy though, or maybe conflicting with the hit circles since these are also a 'ring' with 'something inside'
It's not as flashy as before when they where 100% bright, but i still feel the old 'dots' responded better. Maybe some animations that would make the bursts easier to recognise would work.
Some ideas i have that might fix things:
Add a quick 'Zoom In' (up FROM the middle, or down from a large size then TO the middle) and then slightly rotate the shape slowly, until it fades out, keeping the dot in the middle stationary and fading out.
Using only the triangle and not the diamond for hit 100. This might be the cause of the recognition issues because remembering five different shapes (tri, tri with dot, diamond, diamond with dot, cross) are taking memory. A diamond is also very loosely related to a warning, thus the user needs to remember what it means in this context, which is not good. Everyday standards should be used for faster perception, as one already knows what they relate to.
They grab way to much attention, and take way too long to recognise and fully understand in the mind. When one appears, you think 'whats that?', go look at it, and miss the next note.
Fixed the 'too flashy' issue by reducing the miss to a single-lined cross, and decreased the opacity of 50 and 100 bursts in gameplay down to 50%. It's still too flashy though, or maybe conflicting with the hit circles since these are also a 'ring' with 'something inside'
It's not as flashy as before when they where 100% bright, but i still feel the old 'dots' responded better. Maybe some animations that would make the bursts easier to recognise would work.
Some ideas i have that might fix things:
Add a quick 'Zoom In' (up FROM the middle, or down from a large size then TO the middle) and then slightly rotate the shape slowly, until it fades out, keeping the dot in the middle stationary and fading out.
Using only the triangle and not the diamond for hit 100. This might be the cause of the recognition issues because remembering five different shapes (tri, tri with dot, diamond, diamond with dot, cross) are taking memory. A diamond is also very loosely related to a warning, thus the user needs to remember what it means in this context, which is not good. Everyday standards should be used for faster perception, as one already knows what they relate to.
Just updated them, they are now rounded to match rounded style gameplay and colour filled for easier recognition (no more outline style, like a legit shape with black dot in middle)
Since I'm so tired I can't test this properly now so I'll come back later
REFERENCE TO SUGGESTED STUFF:
You might want to open this and the previous page in two windows so you can refer between them.
Will the idea be implemented?
- deny / neutral [removed]
+ accept
= think and experiment - may not appear
# accept, low priority
[?] - have looked into
- deny / neutral [removed]
+ accept
= think and experiment - may not appear
# accept, low priority
[?] - have looked into
FINISHED SUGGESTED FIXES AND ADDITIONS FROM COMMUNITY:
Found out that 'sc' is not misaligned
#Enclosed the back button into a box and labeled it 'SEL' in ranking screen. Looks alright.. //PATCH FOR 21:9 and 16:9. 16:10 OK
Found out that 'sc' is not misaligned
#Enclosed the back button into a box and labeled it 'SEL' in ranking screen. Looks alright.. //PATCH FOR 21:9 and 16:9. 16:10 OK
CONSIDERED WIP / WILL DO SUGGESTED FIXES AND ADDITIONS FROM COMMUNITY:[notice]
Add scoreboard numbers
Polish more vibrant combo colours
Sky miss in the works. Animation being worked on.
Add scoreboard numbers
Polish more vibrant combo colours
Sky miss in the works. Animation being worked on.
TheMadCharles
Select
= SS song cards are misaligned. I'll try fix, but last time i realised the thumbnail actually moves down about 2 px when clicked onto
Gameplay
= Miss is based on sky, but its edited. I find bigger miss elements more alerting and make me fix myself up faster, but might add options.
# Reverse arrows are a good idea.
= Dots are included, Bigger numbers were a distraction when prototyped.
= Numbered hitbursts conflict with the circle numbers. They also take longer for your brain to read
+ Havent skinned leaderboard numbers yet. Will do.
= All green combo colours make it hard to look for the next circle after a colour combo. (edit: I gonna try change them to more vibrant ones)
Ranking
[=] I'll look into the "SC" alignment. Could be an illusion tho. [RESOLVED↑]
[=] Havent tried labelling back button on song select, but i'll see how it turns out
= SS song cards are misaligned. I'll try fix, but last time i realised the thumbnail actually moves down about 2 px when clicked onto
Gameplay
= Miss is based on sky, but its edited. I find bigger miss elements more alerting and make me fix myself up faster, but might add options.
# Reverse arrows are a good idea.
= Dots are included, Bigger numbers were a distraction when prototyped.
= Numbered hitbursts conflict with the circle numbers. They also take longer for your brain to read
+ Havent skinned leaderboard numbers yet. Will do.
= All green combo colours make it hard to look for the next circle after a colour combo. (edit: I gonna try change them to more vibrant ones)
Ranking
[=] I'll look into the "SC" alignment. Could be an illusion tho. [RESOLVED↑]
[=] Havent tried labelling back button on song select, but i'll see how it turns out
Firinael
= hard to fix… “SS song cards are misaligned. I'll try fix, but last time i realised the thumbnail actually moves down about 2 px when clicked onto”
- Back button doesn’t have a mouse over image. It cant react to mouse over. Blue line above back is actually from the mode image. The song select is a complicated structure.
- —
= “Miss is based on sky, but its edited. I find bigger miss elements more alerting and make me fix myself up faster, but might add options.”
= Yes, thanks. Bigger dots and numbers also looked weird during prototyping.
= Hitbursts were trouble for me too. I found it hard to balance visibility, concentration and the time the mind takes to read it. Bigger dots were too vibrant, smaller dots were hard to see and left you trying to see them instead of playing, and, numbers conflict with the circle numbers subconsciously.
- —
[=] “I'll look into the "SC" alignment. Could be an illusion tho.” [RESOLVED↑]
- —
= Blue line is misaligned and discoloured because its actually part of the mode image. I’ll try align it again, but i had alot of trouble doing that.
=# I’ll see into the followpoints… but do you have any more detail on the problem? I’ll try the new hit circle as a low priority.
- Back button doesn’t have a mouse over image. It cant react to mouse over. Blue line above back is actually from the mode image. The song select is a complicated structure.
- —
= “Miss is based on sky, but its edited. I find bigger miss elements more alerting and make me fix myself up faster, but might add options.”
= Yes, thanks. Bigger dots and numbers also looked weird during prototyping.
= Hitbursts were trouble for me too. I found it hard to balance visibility, concentration and the time the mind takes to read it. Bigger dots were too vibrant, smaller dots were hard to see and left you trying to see them instead of playing, and, numbers conflict with the circle numbers subconsciously.
- —
[=] “I'll look into the "SC" alignment. Could be an illusion tho.” [RESOLVED↑]
- —
= Blue line is misaligned and discoloured because its actually part of the mode image. I’ll try align it again, but i had alot of trouble doing that.
=# I’ll see into the followpoints… but do you have any more detail on the problem? I’ll try the new hit circle as a low priority.
Check back soon for more news!
.