(*) Fixed first flame/star-burst occurring on 31 combo rather than 30.Read that again >.> It is actually correct english, just doesn't read so well.
(*) Fixed first flame/star-burst occurring on 31 combo rather than 30.Read that again >.> It is actually correct english, just doesn't read so well.
OOOOOHHHH.peppy wrote:
(*) Fixed first flame/star-burst occurring on 31 combo rather than 30.Read that again >.> It is actually correct english, just doesn't read so well.
uh???peppy wrote:
(*) Fixed sliders killing combo on missing the end hit.
Would I fix it if it was supposed toawp wrote:
uh???
Isn't missing the end hit on sliders supposed to kill the combo?
Does this mean you'll see our avatars from the forums in-game? And where? *hopes bring up*peppy wrote:
(+) Basic avatar support in-game.
Fixed this. Update again. Thanks for the quick testingZZT the Fifth wrote:
'Fraid that copy-pasted notes are still acting weird in the editor.I'll get a screenshot and post in the bug reports forum in some time.
I actually saw the update before you posted it on the forum, so I thought I'd say something quick-like.peppy wrote:
Fixed this. Update again. Thanks for the quick testingZZT the Fifth wrote:
'Fraid that copy-pasted notes are still acting weird in the editor.I'll get a screenshot and post in the bug reports forum in some time.
. Oh and sorry for the double-build for those who already downloaded! I should stop doing this, really.
I dont know how he does it! I raise a toast to Peppy!awp wrote:
A god among men.
When chat is open, click the button to the bottom-right that says "Hide in Play" so it swaps to "Always show".K-S-O wrote:
I find it annoying how the chat keeps showing up all the time. I'm not quite sure how to disable it.
[font=really effin' huge]THANK YOU.[/font] The thought didn't even occur to me how handy that will be.peppy wrote:
(*) Error message made more friendly for graphics cards which don't support required shader model.
You don't know how loud I screamed last night after that last guy posted that error message.awp wrote:
[font=really effin' huge]THANK YOU.[/font] The thought didn't even occur to me how handy that will be.peppy wrote:
(*) Error message made more friendly for graphics cards which don't support required shader model.
So that's what that sound was.peppy wrote:
You don't know how loud I screamed last night after that last guy posted that error message.awp wrote:
[font=really effin' huge]THANK YOU.[/font] The thought didn't even occur to me how handy that will be.peppy wrote:
(*) Error message made more friendly for graphics cards which don't support required shader model.
Ohhhh, how did you know? <3peppy wrote:
2007-12-08 (b169)
(*) Fixed BPM changes causing huge lag in long LONG long songs (only if there are multiple timing sections).
That'd be my contribution: long songs. Great improvement on the lag reduction hey. Also, good temp fix with the delay for skin implementation when selecting, until a skin selection screen is made.awp wrote:
Ohhhh, how did you know? <3peppy wrote:
2007-12-08 (b169)
(*) Fixed BPM changes causing huge lag in long LONG long songs (only if there are multiple timing sections).
peppy wrote:
2007-12-10
(*) Fixed bug with spinner sounds breaking up when consecutive spinners follow each other.
Sorry to be a stick in the mud, but SSAY is the exception, not the rule.peppy wrote:
(*) Changed 'ki' hp bard icon to cycle through the '!!' and '!' states on initial increase. I changed this before to remain on 'ki' due to forum feedback, but on observing an ouendan video today noticed my initial assumptions were correct!
I missed this discussion earlier, but why not just make it an option for the beatmapper? I think it's only going to be a rare occasion when starting from "!!" is preferable.peppy wrote:
HMM well in my mind there are two options:
1.
Have it automatically decided whether to have it start on '!!' or 'ki' depending on this condition:
If the intro to the song is greater than ~10seconds (the time it takes for the metre to fill up) then it will start as a '!!' else it will be a 'ki'.
Otherwise, it will be a 'ki' all the way.
2.
Always use one of the two options.
Maybe we need a poll?
Well peppy is in Japan on holiday, so even without his internet connection at home being down and his family away on holiday as well and no easy way to fix the problem, you couldn't blame him for not updating. But it so happens that his internet connection at home IS down and etc etc etc. So don't complain! He'll be back home in a week, after which development will snowball back up to peppy-esque proportions.ZZT the Fifth wrote:
There haven't been many changes between December and today, have there?
Turns out I was mostly wrong; the situation I described only occurs if you hit the skip button during the beginning of the song. Normally this doesn't happen.LuigiHann wrote:
On a related note, in EBA (and Ouendan, I believe), when the scorebar fills at the beginning, the marker is actually on the yellow the entire time; the red part "grows" into it. I don't know if it's necessary to recreate that effect (it'd actually mess up most skins) but it's worth noticing, because it makes it very clear that you're not starting from a "!!" state.
It might not just be all vacation now...it could be a long quest of advertising and etcetera...XDZZT the Fifth wrote:
Wow, I didn't think he was still gone.
...I wish I could go on a vacation that long.
what eyup saideyup wrote:
Well peppy is in Japan on holiday, so even without his internet connection at home being down and his family away on holiday as well and no easy way to fix the problem, you couldn't blame him for not updating. But it so happens that his internet connection at home IS down and etc etc etc. So don't complain! He'll be back home in a week, after which development will snowball back up to peppy-esque proportions.ZZT the Fifth wrote:
There haven't been many changes between December and today, have there?
typeppy wrote:
(*) Unplayed songs listing works once again.
I hate that feeling and it often makes me comment out the entire block of code I'm looking at and just re-write whatever I was trying to read.peppy wrote:
I really had to take a bit of time to refamiliarise myself with the code, hey.
Best. Update. Ever.peppy wrote:
2008-01-22
(*) I'm back *waves for the audience*
Thank you so much.peppy wrote:
2008-01-25
(*) Exiting edit mode returns to the edit mode song selection menu.
you got it, chiefpeppy wrote:
Test build is up. Hopefully I'll get some feedback today and be able to do a public release tonight.
That's awesome. It's like the notes are disappointed.peppy wrote:
(*) Slightly changed fail animation. How does it look? >.>
You mean it was never stickied? I thought it was...o.o;peppy wrote:
2008-01-30
(+) Added samples for section pass/fail. Created a timeline system to handle samples which aren't to be played instantly.
(*) Fixed bug where hp bar doesn't do its initial fill during lead-in time.
(*) Sliders don't "explode" in edit mode (because notes didn't before and it was inconsistant).
(*) Slightly changed fail animation. How does it look? >.>
(*) Fixed score and ki fighting for draw depth.
Test build is up. Hopefully I'll get some feedback today and be able to do a public release tonight.
I'm stickying this thread. I keep losing it ^^;
Freakin' awesome.peppy wrote:
(*) Slightly changed fail animation. How does it look? >.>
Happened to me on Okkusenman [Hard] as well. Didn't happen on Grass Stains [Easy] though.LuigiHann wrote:
On a couple of songs, the O flashed on the screen for a moment at the very end of the song (Funky Cat Maybe [normal] was one).
I noticed this once, but couldn't get it to happen again. Will look into it.LuigiHann wrote:
On a couple of songs, the O flashed on the screen for a moment at the very end of the song (Funky Cat Maybe [normal] was one).
Ooops, I guess I forgot to pre-cache those textures.awp wrote:
Also the first time an O or X is going to be displayed during a break, the game window freezes for about half a second. Since this is at a break screen and only happens twice (once for O, once for X) and is only for 0.5 seconds it's extremely minor but idk if that information would damage you.
Weird, sounds like a bugawp wrote:
Strange, though...the second break in Okkusenman is short, so an X/O doesn't display, but there's a break later on which is even shorter (literally like a second) and an O appeared. It didn't disrupt anything, but isn't it supposed to appear on breaks greater than three seconds? At any rate, it's cool stuff.
Haha, awesome. Can't wait to see it in actionpeppy wrote:
2008-02-01
(*) Slider ball drops correctly with the new fail animation.