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UNDEAD CORPORATION - Hafuri

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jonathanlfj
that end on normal might draw some attention, but now the NC pattern makes it less of a spike so we can give this a try
Topic Starter
tokiko
thank you!
Okoratu
haifuri

wait no wrong

the way lunatic is designed leaves a really huge gap towards hard, i'm currently getting more opinions on that but personally i think this is a big issue for this set being pushed forwards, because the average player that can about deal with the hard will be completely destroyed by the spacing and sv differences in lunatic - i think the only way to tastefully solve this would be adding one more diff because i think nerfing lunatic would ruin it

[general]
ever considered having two red combocolours for the kiai sections, they would fit soooo well with your storyboard, current color scheme of the map is kind of plain

[lunatic]
00:58:795 (1,2,1) - this isnt really obvious as to what it snaps to, playing this might not be intuitive, moving two closer to one could potentially be better as far as interpreting it goes
01:08:643 (2) - that this counts as one of the most intense jumps in the kiai seems logically weird, if at all the big drums should be having more bam impacts
01:23:909 (1,3,4) - you never perf stac kstuff in the rest of the diff so i'd try searching for a workaround for this pattern

if you compare sections, 01:43:977 (4,5) - sticks out for being randomly huge in comparison to similar stuff
00:47:591 (4,1) - 01:47:701 (4,1) - 02:45:211 (4,1) - why are you jsut going more and more insane with 1/4 spacing, i mean even the first pattern you had is kinda insane in its context, i dont really see why you'd want even more madness of this sort

03:12:725 (1,2,3) - this would probably play better if you gave less fucks about this being a neat blanket pattern, the movement from 1 to 2 is quite jarring and in comparison 3 feels really close

03:14:011 (4,5,6) - 03:19:154 (1,2,3) - introducing completely new concepts as for how you use standalone triples within the map 3 minutes into the thing seems unfair to the player, the patterns themselves are not really expectable at this point

[]

map itself is solid, i'd nominate if you fix spread
Topic Starter
tokiko

Okorin wrote:

haifuri

wait no wrong

the way lunatic is designed leaves a really huge gap towards hard, i'm currently getting more opinions on that but personally i think this is a big issue for this set being pushed forwards, because the average player that can about deal with the hard will be completely destroyed by the spacing and sv differences in lunatic - i think the only way to tastefully solve this would be adding one more diff because i think nerfing lunatic would ruin it

[general]
ever considered having two red combocolours for the kiai sections, they would fit soooo well with your storyboard, current color scheme of the map is kind of plain

[lunatic]
00:58:795 (1,2,1) - this isnt really obvious as to what it snaps to, playing this might not be intuitive, moving two closer to one could potentially be better as far as interpreting it goes
01:08:643 (2) - that this counts as one of the most intense jumps in the kiai seems logically weird, if at all the big drums should be having more bam impacts
01:23:909 (1,3,4) - you never perf stac kstuff in the rest of the diff so i'd try searching for a workaround for this pattern

if you compare sections, 01:43:977 (4,5) - sticks out for being randomly huge in comparison to similar stuff
00:47:591 (4,1) - 01:47:701 (4,1) - 02:45:211 (4,1) - why are you jsut going more and more insane with 1/4 spacing, i mean even the first pattern you had is kinda insane in its context, i dont really see why you'd want even more madness of this sort

03:12:725 (1,2,3) - this would probably play better if you gave less fucks about this being a neat blanket pattern, the movement from 1 to 2 is quite jarring and in comparison 3 feels really close

03:14:011 (4,5,6) - 03:19:154 (1,2,3) - introducing completely new concepts as for how you use standalone triples within the map 3 minutes into the thing seems unfair to the player, the patterns themselves are not really expectable at this point

[]

map itself is solid, i'd nominate if you fix spread
fixed everything, will update the map as soon as the new diff will come out
-Mo-
Had a quick skim through the set and I feel as if the NCing on the Easy diff feels kind of erratic outside of the kiais.

00:34:763 (1,2,1,2,3,4,5,6) - And other parts like this, the first combo is only two objects over one measure, while the second is 6 over 2 measures. In my opinion it doesn't make sense to use two different NCing patterns since there are three lines in the vocals on each measure and the music doesn't really change all too much for it to be different. Keeping 00:39:729 (1,2) as one combo is fine since the music changes and these are only two objects for two measures.

00:43:039 (1,2,3,4,5,6,7,8) - This feels way too long to me as a single combo. The same applies for the combo after it. I would also make 00:56:281 (2) the NC since this uses a different rhythm and the change in the music is more distinct here.

00:04:557 (1,2,3,4,5) - This also feels kind of long since it's spanning over just about 4 measures, or about 5 seconds.

00:14:488 (1,2,3,4) - 00:19:868 (1,2,1,2) - These use the same rhythms but the NCing is different again. Even if the music is different, I feel it would make more sense to use a consistent NCing pattern.

I'd say it's probably worth going through this diff's combos and making them at least consistent within each musical section, and more consistent over the whole diff overall.
Topic Starter
tokiko

-Mo- wrote:

Had a quick skim through the set and I feel as if the NCing on the Easy diff feels kind of erratic outside of the kiais.

00:34:763 (1,2,1,2,3,4,5,6) - And other parts like this, the first combo is only two objects over one measure, while the second is 6 over 2 measures. In my opinion it doesn't make sense to use two different NCing patterns since there are three lines in the vocals on each measure and the music doesn't really change all too much for it to be different. Keeping 00:39:729 (1,2) as one combo is fine since the music changes and these are only two objects for two measures.

00:43:039 (1,2,3,4,5,6,7,8) - This feels way too long to me as a single combo. The same applies for the combo after it. I would also make 00:56:281 (2) the NC since this uses a different rhythm and the change in the music is more distinct here.

00:04:557 (1,2,3,4,5) - This also feels kind of long since it's spanning over just about 4 measures, or about 5 seconds.

00:14:488 (1,2,3,4) - 00:19:868 (1,2,1,2) - These use the same rhythms but the NCing is different again. Even if the music is different, I feel it would make more sense to use a consistent NCing pattern.

I'd say it's probably worth going through this diff's combos and making them at least consistent within each musical section, and more consistent over the whole diff overall.
i'll recheck it, thank you!
Yohanes
I thought the title was haifuri this whole time
Topic Starter
tokiko

Yohanes wrote:

I thought the title was haifuri this whole time
me too
Wafu
Hello, I was asked by Okorin to take a little look at this map, to confirm the spread.

I think the Hard would be better if it didn't have streams (apart from triplets), I think that 3 difficulties using the same stream methods makes the spread a bit insensible, but I think it's not a major error. I consider the spread to be alright.

But there's one thing bothering me overall. I don't like how the song is power metal-ish and has some parts that are Japanese folk (thus using traditional Japanese instruments). But you chose just to use the traditional hitsounds, such as a taiko drum, which fits the traditional parts only.

Now I'm not saying that you have to choose exactly what is in the song, but at least stay correct with the theme. At the minimum, you should get rid off the hitnormal, it sounds painfully awful. This is what players use as hitsounds, but doesn't seem to have any logic in any music, it's just a click sound with an insignificant kick drum. Apart from that, all the hitsounds are extremely silent. Almost the only audible hitsound that you can hear is the hitnormal, others are nearly inaudible, even if you mute the music to 50% and keep hitsounds at 100%, there's nearly no feedback. Placement of the hitsounds is totally fine, but the choice of them and volume balance is terrible.

This is very easy to fix and there's essentially no reason not to. Please, address the hitsound issue properly. If you have any questions or trouble fixing that/can't find more fitting hitsound files, PM me, I'll be absolutely happy to help.

Edit: I was asked by the mapper to help a bit with the hitsounds, I'm posting a log so that it's obvious what changes I proposed. Basically replaced some for audibility reasons, recommended different volume and recommended to use the 2nd sampleset only in the kiai.

Log
17:09 tokiko: hello! thank you for check but i always have the problem to find correct hs samples so your help would be really appreciable in that case
17:14 Wafu: I'll be glad to help. Could you please wait though? I have no chair atm. Replacement just arrived, but I'll have to build it, might take up to an hour.
17:18 tokiko: sure. poke me when it will be ready
18:52 Wafu: Alright, I'm back
18:52 Wafu: "Up to an hour" - Sorry for being so slow.
18:53 tokiko: that's okay!
19:28 Wafu: Well.. so, let's see. What do you need?
19:29 Wafu: Do you need like all the hitsounds, or just some specific?
19:32 tokiko: i need better hitnormal and timecodes for places where i should increase hs volume (since 30-40% seems not enough)
19:34 Wafu: So, you want to keep other hitsounds and change only hitnormal?
19:36 tokiko: yeeeah.. because i don't want to bore you with finding all of the hitsounds
19:38 Wafu: If that's really the reason, it's not really hard for me to find what fits, it's no problem really! If you'd like to change other hitsounds, I'll be glad to find them. (After all, I have quite many of hitsounds, so it's not so hard)
19:38 Wafu: Depends on you though
19:41 tokiko: then i'd like to change other hitsounds too. if you really don't mind!
19:42 Wafu: Absolutely! I love when mappers want to improve their maps as much as possible and in these situations, I like to help!
19:46 tokiko: mhmm.. you're so kind
19:46 tokiko: you'll send it as .osz or in some different way?
19:47 Wafu: I'll see, I'll try to do something what works, then I'll tell you. Give me like 30-45 minutes, I'll return with the solution!
19:48 tokiko: okay!
21:09 Wafu: Okay, i'm done, took a bit longer because I had to leave for a while
21:12 Wafu: So, my idea is, replace these 3 hitsounds. http://puu.sh/wZQiU/2e66c74247.rar
21:14 Wafu: Tell me when you've done that, so that I can continue explaining what I would change.
21:15 tokiko: done already. nice samples!
21:17 Wafu: Okay, now first thing, the volume. From what I've tested most of the song fits with 40-55% volume. I mostly found 50 to sound nicest to me.
21:21 tokiko: 55 should be good
21:21 Wafu: Try to change this value where it seems to loud or where it seems too quiet, feel free to experiment with this.
21:22 tokiko: i will
21:22 Wafu: Second thing I want to talk about are hitsounds: drum-hitwhistle, drum-hitfinish, soft-hitclap2, soft-hitwhistle2.
21:23 Wafu: These hitsounds are not bad, but I think you should only use them in the kiai parts. It's the only part that is using traditional Japanese instruments.
21:23 Wafu: (or 02:57:297 - part, because it's similar to kiai, just not so intense, but the instruments are same)
21:24 tokiko: aah, okay. also i thought that soft-hitwhistle from default skin may be good in some places
21:25 Wafu: Yeah, again, try as you think is good, but the taiko sounds (not from taiko game, but it's the japanese drum) fit only in the kiai.
21:26 Wafu: drum-hitfinish22 seems to be very good as it is.
21:28 Wafu: But finally, I don't think drum-hitclap is very good here. It is a tom drum, which is a bit more bassy snare. The song almost doesn't use it, I think you could better go with the soft-hitclap I gave you instead.
21:30 Wafu: And about hitsound placement, I think it's very good, but you are missing some finishes, for example 00:04:971 - 00:05:281 - 00:05:592 - 00:05:799 - 00:06:109 - . And sometimes, you are forgetting the snare, like 00:10:868 - .
21:30 Wafu: That's probably all I would like to say, if you don't get anything or I was too vague, ask :)
21:31 tokiko: i understood everything, don't worry! huge thank you for help
21:33 tokiko: also what do you think about lunatic diff? it's pretty new in that set
21:34 Wafu: Okorin asked me to check it, that's why I even opened your map :D
21:34 Wafu: It is pretty fine I would say.
21:35 tokiko: okay! thank you again
21:35 Wafu: Maybe now that the spread is fixed, Hard doesn't need to have streams (triplets are enough), but it's totally up to you, it's not issue. The reason is just that Normal doesn't have 1/4, and Hard already had streams, but Lunatic and Extra have the same thing. They don't bring anything new, but use it more often. As I said, up to you.
Petal
hai

really good song choice ^
u hardest diff
SPOILER
00:59:643 (1,2,3) - weird looking how 1 overlaps with 3 in the middle of the slider

01:18:943 (1) - don't think need NC here

01:19:150 (2) - Instead NC here

01:19:771 (1) - NC next circle

01:43:046 (1) - idk if u should NC here , it is a blue tick and the white tick after has a stronger beat

02:37:004 - there is a sound here u ignored , 02:35:176 (6,7,8,9) - here you didn't

03:08:761 - here the sound starts on the blue tick instead of white , 03:08:761 - here as well
I would do this instead

or this


03:19:154 (1,2,3,1,2) - maybe place like this

everything else looks fine and good , good luck!!!~~

lulafic
SPOILER
00:00:626 (1,1) - maybe first 2 object don't overlap
put one lower than the other imo

00:31:867 (4) - try to make it 20 more degrees to make the flow better

00:37:867 (1,2) - here I would put 1 more slider instead of the 2 circles then NC this 00:38:074 (3) -

00:46:763 (2,3,4) - here you used 3 sliders to reflect the sound of the women in the background , 00:53:384 (2,3,1,2,3,4,5) - but here you use circle instead
maybe want to fix that.

01:18:322 (3) - imo NC here not 01:18:115 (1) -

01:37:770 (4,1,2) - again here I would use 1 more slider and NC this 01:38:184 (3) -

02:38:590 (6) - here you used a slider to reflect the small sound played , but here u forgot 02:36:935 -

02:51:004 (2,3,1,2,3,4,5) - here again you used circles to blanket it to the women's voice but here u used sliders 02:43:970 (1,2,3,4) -

that's all :D
Namki
привет, как обещал

поднять бы овералл волум на ~10-15% хсов не слышу вообще.

[Lunatic]
  1. 00:25:247 (2,3) - вот мне нравится переход на 1/3 тут, сложновато получается, думаю, заменить это два серкла на слайдер, как-то вроде и сложность сильно не падает, но играться должно намного лучше. Ну и тут 00:25:454 - нет такого сильного звука, чтоб выделять его кликабельным объектом, думаю, стоит выделить побольше 00:25:247 - .
  2. Давай проясним, ты мапал под инструментал вперемешку с вокалом. Вот, скажем, тут 00:27:315 (1,2,3) - точно выбраны инструменталы — но ритм какой-то слишком странный, ибо ударный, который должен быть кликабельный, у тебя на нем стоит слайдеренд 00:27:729 - . Предлагаю сделать что-то такое.

    получается 00:27:625 - этот кикслайдер у тебя стоит вообще не на чем, звука-то ударного нет.
    00:35:591 (1,2,3) - то ж самое. Там и другие должны быть, вроде. Посмотри сам там.
  3. 00:34:453 - зря андермапаешь, пятинотый стрим заходит же.
  4. 01:04:785 (1,2) - не нравится, что ты так сильно стопишь здесь ритм. Если у тебя там идут паттерны и иногда гап в 1/1, то тут сразу два таких гапа. Инконсистент, как говорят? Первый серкл на слайдер поменять мб, или сразу два, чтоб под вокал фитал.
    02:04:903 (1,2) - сейм, ну и другие.
  5. 01:25:571 - странно. Ты точно пропустил серкл.
  6. 02:12:617 (1,2) - тут же наоборот вырастает интенсивность, даже сб это выделяет, а спейсинг почему-то нет. Стоит побольше его.
  7. А тебе говорили про эти слайдеры 02:57:297 (1,2) - ? Я уверен, что говорили. Мое мнение — из-за того, что в карте нет сложных паттернов на "читалку", то такое будет просто уничтожать игроков. Неожиданно очень появилось.
всё, удачи
Topic Starter
tokiko
thanks - Matha -

- Matha - wrote:

hai

really good song choice ^
[u hardest diff]
00:59:643 (1,2,3) - weird looking how 1 overlaps with 3 in the middle of the slider don't worry, it supposed to be like that

01:18:943 (1) - don't think need NC here 00:18:212 (1,2,1,2,3) - the same moment so i think i'll leave the nc as it is

01:19:150 (2) - Instead NC here ^

01:19:771 (1) - NC next circle oke

01:43:046 (1) - idk if u should NC here , it is a blue tick and the white tick after has a stronger beat trying to show the difference between snaps with that nc

02:37:004 - there is a sound here u ignored , 02:35:176 (6,7,8,9) - here you didn't

03:08:761 - here the sound starts on the blue tick instead of white , 03:08:761 - here as well buuut i don't hear anything here
I would do this instead

or this


03:19:154 (1,2,3,1,2) - maybe place like this seems good!

everything else looks fine and good , good luck!!!~~ thanks thanks

[lulafic]
00:00:626 (1,1) - maybe first 2 object don't overlap okaay
put one lower than the other imo

00:31:867 (4) - try to make it 20 more degrees to make the flow better i don't like how it refletcs a transition to 00:32:074 (5) - with that placement

00:37:867 (1,2) - here I would put 1 more slider instead of the 2 circles then NC this 00:38:074 (3) - 2 notes feels more fitting here imo

00:46:763 (2,3,4) - here you used 3 sliders to reflect the sound of the women in the background , 00:53:384 (2,3,1,2,3,4,5) - but here you use circle instead
maybe want to fix that. the reason is - in the second case there is really noticeable beats that i can't undermap with sliders

01:18:322 (3) - imo NC here not 01:18:115 (1) - mh

01:37:770 (4,1,2) - again here I would use 1 more slider and NC this 01:38:184 (3) - same as before

02:38:590 (6) - here you used a slider to reflect the small sound played , but here u forgot 02:36:935 - it's because of 1/6 beats that i wanted to map

02:51:004 (2,3,1,2,3,4,5) - here again you used circles to blanket it to the women's voice but here u used sliders 02:43:970 (1,2,3,4) - you know what i'm gonna to say about it

that's all :D

thanks Namki

Namki wrote:

привет, как обещал

поднять бы овералл волум на ~10-15% хсов не слышу вообще. уух.. не знаю даже, я всё нормально слышу

[Lunatic]
  1. 00:25:247 (2,3) - вот мне нравится переход на 1/3 тут, сложновато получается, думаю, заменить это два серкла на слайдер, как-то вроде и сложность сильно не падает, но играться должно намного лучше. Ну и тут 00:25:454 - нет такого сильного звука, чтоб выделять его кликабельным объектом, думаю, стоит выделить побольше 00:25:247 - . слайдеры крутые, да
  2. Давай проясним, ты мапал под инструментал вперемешку с вокалом. Вот, скажем, тут 00:27:315 (1,2,3) - точно выбраны инструменталы — но ритм какой-то слишком странный, ибо ударный, который должен быть кликабельный, у тебя на нем стоит слайдеренд 00:27:729 - . Предлагаю сделать что-то такое.

    получается 00:27:625 - этот кикслайдер у тебя стоит вообще не на чем, звука-то ударного нет.
    00:35:591 (1,2,3) - то ж самое. Там и другие должны быть, вроде. Посмотри сам там. океее
  3. 00:34:453 - зря андермапаешь, пятинотый стрим заходит же. а мне эта пауза больше нравится
  4. 01:04:785 (1,2) - не нравится, что ты так сильно стопишь здесь ритм. Если у тебя там идут паттерны и иногда гап в 1/1, то тут сразу два таких гапа. Инконсистент, как говорят? Первый серкл на слайдер поменять мб, или сразу два, чтоб под вокал фитал.
    02:04:903 (1,2) - сейм, ну и другие. поставил слайдеросы под вокал, да ещё и по флоу. . . .
  5. 01:25:571 - странно. Ты точно пропустил серкл. не, я специально пропустил, потому что игралось бы стрёмно в этой диффе
  6. 02:12:617 (1,2) - тут же наоборот вырастает интенсивность, даже сб это выделяет, а спейсинг почему-то нет. Стоит побольше его. поменял местами эти двойки
  7. А тебе говорили про эти слайдеры 02:57:297 (1,2) - ? Я уверен, что говорили. Мое мнение — из-за того, что в карте нет сложных паттернов на "читалку", то такое будет просто уничтожать игроков. Неожиданно очень появилось. только пандахер(о) говорила, но лично я считаю, что тут всё не так уж и хардкорно
всё, удачи спасибо!
Mirash
we talked about new lunatic and fixed some things irl in discord.
Okoratu
can u reply to wafu's concern i think the hitsound thing is valid

lunatic new
00:27:315 (1,2,3,4,1,2,3) - these sort a patterns are kinda confusing because you got to play triple circle triple and then a double after, i think having 00:27:936 (1,2) - be slider would solve issue
also applies to things like 00:35:798 (2,3,4,1,2,3) - 01:27:425 (1,2,3,4,1,2,3) - 01:35:908 (2,3,4,1,2,3) -
01:22:253 (1,5,6,7) - aesthetics lol
02:33:081 (1) - should be 1/3????
02:36:521 (1,2,3) - visually equal spacing between all of these make rhythm a pain to interpret
02:56:704 (2) - seems off too to me
02:57:297 (1,2,1,2,1,2) - violate rc because 2nd slider of each is already visible before the first one faded out
Topic Starter
tokiko

Okorin wrote:

can u reply to wafu's concern i think the hitsound thing is valid sure

lunatic new
00:27:315 (1,2,3,4,1,2,3) - these sort a patterns are kinda confusing because you got to play triple circle triple and then a double after, i think having 00:27:936 (1,2) - be slider would solve issue yes
also applies to things like 00:35:798 (2,3,4,1,2,3) - 01:27:425 (1,2,3,4,1,2,3) - 01:35:908 (2,3,4,1,2,3) - yes
01:22:253 (1,5,6,7) - aesthetics lol it's an aesthetically beautiful overlap
02:33:081 (1) - should be 1/3???? ya, i'm deaf
02:36:521 (1,2,3) - visually equal spacing between all of these make rhythm a pain to interpret should be better now
02:56:704 (2) - seems off too to me really off
02:57:297 (1,2,1,2,1,2) - violate rc because 2nd slider of each is already visible before the first one faded out did some unstacks
Wafu

Wafu wrote:

Hello, I was asked by Okorin to take a little look at this map, to confirm the spread.

I think the Hard would be better if it didn't have streams (apart from triplets), I think that 3 difficulties using the same stream methods makes the spread a bit insensible, but I think it's not a major error. I consider the spread to be alright. has changed that stream to 3 notes

But there's one thing bothering me overall. I don't like how the song is power metal-ish and has some parts that are Japanese folk (thus using traditional Japanese instruments). But you chose just to use the traditional hitsounds, such as a taiko drum, which fits the traditional parts only. cccchanged, thank you

Now I'm not saying that you have to choose exactly what is in the song, but at least stay correct with the theme. At the minimum, you should get rid off the hitnormal, it sounds painfully awful. This is what players use as hitsounds, but doesn't seem to have any logic in any music, it's just a click sound with an insignificant kick drum. Apart from that, all the hitsounds are extremely silent. Almost the only audible hitsound that you can hear is the hitnormal, others are nearly inaudible, even if you mute the music to 50% and keep hitsounds at 100%, there's nearly no feedback. Placement of the hitsounds is totally fine, but the choice of them and volume balance is terrible. still don't know what happening to volume since some people don't have any problems and other people don't hear any hs's

This is very easy to fix and there's essentially no reason not to. Please, address the hitsound issue properly. If you have any questions or trouble fixing that/can't find more fitting hitsound files, PM me, I'll be absolutely happy to help.
jonathanlfj
[Lunatic]
01:12:928 (4,5) - what happened here lol, first slider is missing a repeat (01:13:303 sound is not covered and 2nd slider starts at a yellow tick)
01:25:357 (2) - would prefer this to be a repeat slider to cover the drums: http://puu.sh/x3u3M.jpg
02:30:831 (2,3,4,5,6) - got a little confused here, its much easier to read if you don't stack the double http://puu.sh/x3u80.jpg

thats all from me
Topic Starter
tokiko

jonathanlfj wrote:

[Lunatic]
01:12:928 (4,5) - what happened here lol, first slider is missing a repeat (01:13:303 sound is not covered and 2nd slider starts at a yellow tick) fixed in that diff and in extra too
01:25:357 (2) - would prefer this to be a repeat slider to cover the drums: http://puu.sh/x3u3M.jpg okay, i hope that stack with next note isn't hurtful
02:30:831 (2,3,4,5,6) - got a little confused here, its much easier to read if you don't stack the double http://puu.sh/x3u80.jpg fix

thats all from me thank you!
jonathanlfj
kk
Shiirn
i thought we outgrew pulsing background sbs that also look like really bad in widescreen because they scale from smaller to larger leading to the left and right sides being the original bg



idk just a thought
Okoratu
this puush could not be found

also the sb is fine on my end on widescreen ???
jonathanlfj
oh I can see what Shiirn is talking about, when the red image pulses during the kiai, on 16:9 the left/right edges are not covered. Easy fix would be to disable widescreen support, but its entirely cosmetic and up to the mapper really.
Okoratu
oh the solution to this is really simple

[Events]
//Background and Video events
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
Sprite,Background,Centre,"UNDEAD CORPORATION - Hafuri.jpg",320,240
Sprite,Foreground,Centre,"sb\lyaguha4.jpg",320,240
S,0,177296,182439,0.444792
F,0,177296,182439,1,1
Sprite,Foreground,Centre,"sb\lyaguha4.jpg",320,240
F,0,-3000,177297,1
F,0,177297,177924,1,0
S,2,177297,177924,0.47,0.444792
S,0,-3000,177297,0.444792
S,0,177297,229000,0.444792
F,0,182439,229000,1,1
Sprite,Foreground,Centre,"sb\lyaguha2.jpg",320,240
F,0,177296,177924,0
S,0,177296,177924,0.444792,0.58
S,0,177939,178353,0.58,0.444792
F,0,177939,182424,0,1
F,0,182439,183710,1
Sprite,Foreground,Centre,"sb\white.jpg",320,240
S,0,183725,,2.965419
F,0,183725,183924,0.7,0
F,0,183939,,0
Sprite,Foreground,Centre,"sb\lyaguha3.jpg",320,240
M,0,183725,,320,240
S,0,183725,,0.444792
F,0,183725,184047,0.488,0
Sprite,Foreground,Centre,"sb\lyaguha0.jpg",320,240
F,0,119760,120188,1,0
S,16,119760,120188,0.444792,0.58
F,0,120617,121045,1,0
S,16,120617,121045,0.444792,0.58
F,0,123188,123617,1,0
S,16,123188,123617,0.444792,0.58
F,0,124045,124474,1,0
S,16,124045,124474,0.444792,0.58
F,0,126617,127045,1,0
S,16,126617,127045,0.444792,0.58
F,0,127474,127902,1,0
S,16,127474,127902,0.444792,0.58
Sprite,Foreground,Centre,"sb\white.jpg",320,240
S,0,132617,,3.097548
F,0,132617,132831,0.6614193,0
Sprite,Foreground,Centre,"sb\white.jpg",320,240
S,0,133045,,3.196645
F,0,133045,133260,0.6118709,0
Sprite,Foreground,Centre,"sb\death.png",320,240
M,0,182317,,323.3032,373.7807
S,0,182317,,0.3063226
F,0,182317,183710,0,1
Sprite,Foreground,Centre,"sb\lyaguha.jpg",320,240
F,0,59643,60071,1,0
S,16,59643,60071,0.444792,0.58
F,0,60500,60928,1,0
S,16,60500,60928,0.444792,0.58
F,0,63071,63500,1,0
S,16,63071,63500,0.444792,0.58
F,0,63928,64357,1,0
S,16,63928,64357,0.444792,0.58
F,0,66500,66928,1,0
S,16,66500,66928,0.444792,0.58
F,0,67357,67785,1,0
S,16,67357,67785,0.444792,0.58
Sprite,Foreground,Centre,"sb\lyaguha.jpg",320,240
F,0,69928,70356,1,0
S,16,69928,70356,0.444792,0.58
F,0,70785,71213,1,0
S,16,70785,71213,0.444792,0.58
S,16,77642,78070,0.444792,0.58
M,0,77702,,318.8364,238.8364
Sprite,Foreground,Centre,"sb\blood2.png",320,240
M,0,182439,,83.78183,246.9818
S,0,182439,,0.4298179
R,0,182439,,-0.9541815
F,0,182439,183672,0.1,1
Sprite,Foreground,Centre,"sb\blood1.png",320,240
M,0,182439,,502.6909,264.4363
S,0,182439,,0.5229091
R,0,182439,,-1.28
F,0,182439,183672,0.1,1
//Storyboard Sound Samples

scaled your bgs properly
turned actual bg into sb element to get rid of it at one point
redid the scaling effect differently using easing 16 instead of 0 and only scaling up and not starting from something smaller than the original
idk if this counts as me optimizing your sb or as me doing your sb though
Okoratu
short question why do you have lyaguha4.jpg in /sb/ which is basically your bg in bigger and your bg in / is same file but smaller

also why does last kiai have no pulsing effects should i add that while im at it lol
Shiirn
oops i deleted the puush after 3 days of no comment
Topic Starter
tokiko

Okorin wrote:

oh the solution to this is really simple

[Events]
//Background and Video events
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
Sprite,Background,Centre,"UNDEAD CORPORATION - Hafuri.jpg",320,240
Sprite,Foreground,Centre,"sb\lyaguha4.jpg",320,240
S,0,177296,182439,0.444792
F,0,177296,182439,1,1
Sprite,Foreground,Centre,"sb\lyaguha4.jpg",320,240
F,0,-3000,177297,1
F,0,177297,177924,1,0
S,2,177297,177924,0.47,0.444792
S,0,-3000,177297,0.444792
S,0,177297,229000,0.444792
F,0,182439,229000,1,1
Sprite,Foreground,Centre,"sb\lyaguha2.jpg",320,240
F,0,177296,177924,0
S,0,177296,177924,0.444792,0.58
S,0,177939,178353,0.58,0.444792
F,0,177939,182424,0,1
F,0,182439,183710,1
Sprite,Foreground,Centre,"sb\white.jpg",320,240
S,0,183725,,2.965419
F,0,183725,183924,0.7,0
F,0,183939,,0
Sprite,Foreground,Centre,"sb\lyaguha3.jpg",320,240
M,0,183725,,320,240
S,0,183725,,0.444792
F,0,183725,184047,0.488,0
Sprite,Foreground,Centre,"sb\lyaguha0.jpg",320,240
F,0,119760,120188,1,0
S,16,119760,120188,0.444792,0.58
F,0,120617,121045,1,0
S,16,120617,121045,0.444792,0.58
F,0,123188,123617,1,0
S,16,123188,123617,0.444792,0.58
F,0,124045,124474,1,0
S,16,124045,124474,0.444792,0.58
F,0,126617,127045,1,0
S,16,126617,127045,0.444792,0.58
F,0,127474,127902,1,0
S,16,127474,127902,0.444792,0.58
Sprite,Foreground,Centre,"sb\white.jpg",320,240
S,0,132617,,3.097548
F,0,132617,132831,0.6614193,0
Sprite,Foreground,Centre,"sb\white.jpg",320,240
S,0,133045,,3.196645
F,0,133045,133260,0.6118709,0
Sprite,Foreground,Centre,"sb\death.png",320,240
M,0,182317,,323.3032,373.7807
S,0,182317,,0.3063226
F,0,182317,183710,0,1
Sprite,Foreground,Centre,"sb\lyaguha.jpg",320,240
F,0,59643,60071,1,0
S,16,59643,60071,0.444792,0.58
F,0,60500,60928,1,0
S,16,60500,60928,0.444792,0.58
F,0,63071,63500,1,0
S,16,63071,63500,0.444792,0.58
F,0,63928,64357,1,0
S,16,63928,64357,0.444792,0.58
F,0,66500,66928,1,0
S,16,66500,66928,0.444792,0.58
F,0,67357,67785,1,0
S,16,67357,67785,0.444792,0.58
Sprite,Foreground,Centre,"sb\lyaguha.jpg",320,240
F,0,69928,70356,1,0
S,16,69928,70356,0.444792,0.58
F,0,70785,71213,1,0
S,16,70785,71213,0.444792,0.58
S,16,77642,78070,0.444792,0.58
M,0,77702,,318.8364,238.8364
Sprite,Foreground,Centre,"sb\blood2.png",320,240
M,0,182439,,83.78183,246.9818
S,0,182439,,0.4298179
R,0,182439,,-0.9541815
F,0,182439,183672,0.1,1
Sprite,Foreground,Centre,"sb\blood1.png",320,240
M,0,182439,,502.6909,264.4363
S,0,182439,,0.5229091
R,0,182439,,-1.28
F,0,182439,183672,0.1,1
//Storyboard Sound Samples

scaled your bgs properly
turned actual bg into sb element to get rid of it at one point
redid the scaling effect differently using easing 16 instead of 0 and only scaling up and not starting from something smaller than the original
idk if this counts as me optimizing your sb or as me doing your sb though optimization due to my inexperience


short question why do you have lyaguha4.jpg in /sb/ which is basically your bg in bigger and your bg in / is same file but smaller i'm not really sure but when i delete it the map in editor turns in something like that. in game it still looks fine so idk

also why does last kiai have no pulsing effects should i add that while im at it lol uum, the last kiai have a lot of finishes in it and i wasn't sure where to add these effects
thank you!

Shiirn wrote:

oops i deleted the puush after 3 days of no comment
i've read your post but didn't answer for some reason..
jonathanlfj
k one more try
Okoratu
oh my god all the bgs were bigger than the max resolutions
Topic Starter
tokiko
the result of the bunch of discussions with Okorin is:

- mainly all sb/bg files 1920x1200 now
- removed unused transparency from blood
- added some effects for the last kiai

thank you, mr. Okorin
jonathanlfj
Thank Ranking Criteria Council
Okoratu
Haifuri

also you're welcome lfj
Topic Starter
tokiko
hai hai
Mirash
que
Lama Poluna
поздравляю :)
Shmiklak
Ребят кто такой токико я чет не знаю его. Грац энивей
Namki
омедето
Topic Starter
tokiko
спасибо!
09kami
gj
PandaHero

M a r v o l l o wrote:

Ребят кто такой токико я чет не знаю его. Грац энивей

Это девочка-тохофаг из России, а что?

Also congrats, dear ~
KrisTheThing
Huh
0109-
Oh cool
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