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osu! in JavaScript & HTML5

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Lilac
What Ephemeral said.
TheCameleon

sp1ky wrote:

It's a little buggy but that's to be expected (it's a rhythm game clone running in javascript) and that site is there to show us his progress (According to previous posts, it's not completely up to date with development version). Cut him some slack :)
Well done TheCameleon
Actually, it's almost always the latest dev version on the website, except when I'm doing some complex stuff (ie spinner slider loader...) that I handle in one lonely .html file (cause it can be really buggy) ;)
Guy-kun
>the current spinner is really buggy, doesnt do much but lag and jump about.

I dont even know if reporting stuff is needed any more? Doesn't seem to be replied to.
TheCameleon

Guy-kun wrote:

>the current spinner is really buggy, doesnt do much but lag and jump about.

I dont even know if reporting stuff is needed any more? Doesn't seem to be replied to.
Don't worry I'm working on that ;) The main problem is that all the pictures (needed for the spinner) are not all loaded when the game starts. And if the picture ("skin") isn't loaded, javascript actually crashes ;) That's why I'm working on a loader.
Lag is also due the vast amount of work that is required (images + big array check + drawing the whole thing + mouse move detection + ...) each 50ms (20times/sec)
Guy-kun
Aah okay, yeah loading would be a big step forward.

As for the lag, my PC is towards the high end, a decent graphics card, processor etc, and chrome uses hardware acceleration. So to put it simple, it's not going to be smooth on 90% of PCs unless optimized, just as a heads-up
TheCameleon
Lag is a real issue :/

The loader will allow me to extend the UI. So I'm starting to think about other stuff such as a beatmap picker and such things. The UI will be based on osu's. Here is a quick mockup

Feel free to make suggestions :)

PS : I just saw that the mockup is in french, translations
SPOILER
  1. boxes on the right stand for beatmaps
  2. bottom-right is a "share" link
  3. the button next to the link is for donations (needed for a paid server)
  4. the picker next to the button is for settings (special modes)
  5. the slider on the bottom-left is for volume
  6. 3 boxes on the left are informations about selected beatmap

Edit : THE WEBSITE MAY NOT WORK AT ALL RIGHT NOW as I'm trying to implement the loader ;)
Edit : loader is getting good :)
Edit : wow, it takes over 20sec to load all the pictures (151 pictures to be accurate)
IppE
Loader works ok on Opera and Chromium but after its loaded nothing happens. Intentional?
TheCameleon

IppE602 wrote:

Loader works ok on Opera and Chromium but after its loaded nothing happens. Intentional?
Well, indeed it's not 100% finished ;) I was very close to the end but I had to stop ;) I'll finish that asap ;)

Edit :
  1. for those wondering, it's normal that the loader goes "back" at the beggining of the load (ie 66% to 3%). Indeed some pages that are loaded start to load other pages (for examples, images)
  2. Now, there is a real (graphic) loader ! :)
    woks fine on Firefox 4 (latest biuld from launchpad)
  3. I'm improving the HitObjects colors. The color should now follow what's said in the .osu. Next step is to put on a gradient for design purpose :P postponed
  4. Btw, I know the music and the beatmap do not match. I also konw that there are issues when sliders are vertical ;) fixed
  5. should now start to appear in search engines (Google & co) -- done (description : "osu! for browsers.")
  6. loads but doesn't start as I'm trying to set up sth (.osu parsing client - javascript - side) fixed
  7. host is down
  8. parsing client-side is WIP done
  9. favicon added
    server side (php) less used (→ ajax) and even useless ;)
  10. HitSounds (normal + whistle) are here (both ogg and mp3)
Shael_old
Any Updates?
TheCameleon

Shael wrote:

Any Updates?
You can now choose the beatmap !

Now loads much faster :)
Ephemeral
substantial improvements have been made, but i think you need to work on fixing core gameplay issues (such as sliders and calculating their length and path properly) before making anything else really

hitsounds also need to be added as they are a pretty core part of osu
RandomJibberish
It's looking great!

I agree that sliders should be next though.
TheCameleon
You're right ;)
Sliders are still an issue. I'm also working on HitSounds but I'm having weird issues. For now I disabled them, until a good fix is found.

The main issue I have with sliders is actually to know the way they work. For example I have *no idea* about the way their speed is calculated. As I have no idea at all, I made all of them 1.5sec long as a value is needed to display them.

It would be so cool if you could give me any detailed information about sliders speed ! (math formulas or sth like that) :)
Echo
information
TheCameleon
Thanks for the informations :)

Echo wrote:

"beat": the length of a beat can be calculated from the bpm (eg. 60 beats per minute = 1000 milliseconds per beat)
One question : how do I know the bpm of the beatmap ?
I think (not sure at all) that the default value is 60bpm, and can be changed with TimingPoints (x2, x3), right ?
It's not specified in the the osu file [General] nor in the [Metadata] nor in the [Difficulty], right ?
Echo
information
TheCameleon
thanks again ;)
I'll work on that asap ;)
Topic Starter
Clemaister
Thanks Echo, you're full help.
mekadon_old

TheCameleon wrote:

Shael wrote:

Any Updates?
You can now choose the beatmap !

Available beatmaps :
SPOILER
StrangeProgram
  1. Baby Difficulty
  2. Roko-Don's Taiko
  3. Lesjuh's TAG
  4. HappyMiX
Here Comes The Sun
  1. Breezin'
  2. Hard ROCK!
  3. Sweatin'
  4. Cruisin'
Anima Libera (ReMiX)
  1. EEeee's Normal
  2. Champion
  3. Expert
Welcome To The Club
  1. Hard
  2. Normal
  3. simplistiC's Club
  4. Insane
Exciting Hyper Highspeed Star
  1. eveless' Star
  2. H-boy's Hyper
  3. Hard
  4. Highspeed
Where Is The Love (Nightcore Mix)
  1. Andrea's Crazy Love
  2. DC's Little Love
  3. jericho2442's Hard Love
  4. ShaggoN's Complicated Love
  5. Lunah's Sweet Love
Jehovah's YaHVeH
  1. Hard
  2. Normal
  3. Lunatic
  4. Taiko
Bad Apple!!
  1. Easy
  2. Extra
  3. Hard
  4. Lunatic
  5. Normal
Classic Style
  1. Beginner Pianist
  2. Accustomed Pianist
  3. LRJulien's Medium Pianist
  4. Mad Pianist

Now loads much faster :)
Taiko diff what
Topic Starter
Clemaister
Taiko diffs will be may be deleted, or we might create a taiko mode, but not sure.
TheCameleon

Echo wrote:

information
sounds like a censorship lol
We gathered some useful informations about .osu spec thanks to you informations ;) (both of you) and by trying some stuff on the editor ;)
That helps a lot :) I'll code that asap ;)

btw I think that it is possible to add storyboards. bezier sliders will also come. the ball on sliders will also be added. hitsounds too.
but now we're focusing on slider speed ;)
peppy

TheCameleon wrote:

sounds like a censorship lol
See the edit message on either message for further information.
artpiggo
Do I have to download anything in order to play ?

It can't loaded to play.
TheCameleon
We are still having issues with browsers compatibility. We are also working on that.

I just (when writing this answer) fixed compatibility with Firefox 3.6 and Opera ;)
So it seems to work on Firefox 3.6, 4, Chromium, Opera (on Linux platform at least). However it may not work for everybody :/
It's not expected to work on IE8.

We recommand Firefox 4 (beta) for now ;) Others may also work.

If you still have issues try to force-refresh the whole website ;)
Therefor, close osu-web tab, wipe browser cache, go back to osu-web, try shif+F5

Edit : doesn't work on Opera for now
Wassaaaa
Worked Great on Google Chrome, it's good for a beta :3
TheCameleon

Wassaaaa wrote:

Worked Great on Google Chrome, it's good for a beta :3
thanks for this positive review :)

btw when it works on Opera (not the case right now), it's really laggy and hardly playable. We may drop Opera support for now.
Ephemeral
just pick a browser which works and block all other user agents from playing it until you've fixed everything up

your development approach seems really scattered - concentrate on the stuff that is actually important (ie core gameplay) and worry about compatibility with anything bar your chosen browser later
Topic Starter
Clemaister
Hm, I think we shouldn't leave out this kind of details, because more browsers will be avaible for osu-web, easier it will be to test and program anywhere.
peppy
I'm with ephemeral here. You don't even have a playable game yet (even without sliders). Make it play, then worry about making it play everywhere.
Topic Starter
Clemaister
Not "to play" Peppy, to test & program. Because a big part of the job is not done at home.
peppy
Install the browser of your choice...?
Topic Starter
Clemaister
This is a loss of time, and sometime we can't.
peppy
Am I missing something? Have you heard of thumbdrives and portable installations? Are you saying installing or plugging in a thumbdrive is more of a loss of time than multi-browser compatibility? ....Huh?
Topic Starter
Clemaister
Even downloading the portable version can be long, especially when we are at school (blocked downloading website, and need to use proxies etc...). But that's sure the browsers are not the main problem, I didn't meant that.
TheCameleon

peppy wrote:

Install the browser of your choice...?
not always that easy. Especially when at school. And it's faster to use Firefox 3.6 since it's installed where we "work" on osu-web there.
And browser support isn't that hard (except when having weird issues with some browsers). So as to fix Firefox 3.6 support yesterday it only took me 5min. The main issue with browser compatibility is that I never check the compatibility status. I mainly manage to have it to work on my browser and then fix small compatibilty issues when at school, so as to be able to make some quick tests.

And don't worry, we're working on sliders :)
peppy
You should probably make the game playable without sliders before you attempt them. Timing still seems quite off, along with animations and handling of multiple hitObjects in stacks or on-screen at the same time. Frame-rate could also possibly be improved before attempting more advanced stuff.
Topic Starter
Clemaister
That's true.
TheCameleon
Speaking about frame-rate, the time taken to "make" the whole drawing stuff is now displayed in the bottom-left corner. I also removed the offset during 2 refreshes. For me it's around 9ms when the screen is empty and goes to 30-40ms when playing Strange Program, on Firefox 4.

The offset (between music and hitObjects) comes from the browser audio API. I can't do anything for that. I always take the most recent time value.
Ephemeral
i sure hope the browser audio API at least produces a stable offset - you can just force the game to set a new universal offset to compensate for it. if the offset fluctuates under browser load, then you may have a serious, nigh crippling issue that would pretty much ruin your project.

perhaps you should switch focus from other stuff and try to get a timing editor working within the browser so you can see what kind of restrictions you're going to have to work with before you proceed any further
TheCameleon

Ephemeral wrote:

i sure hope the browser audio API at least produces a stable offset - you can just force the game to set a new universal offset to compensate for it.<snip>
really strange idea ! that would even be worse ;)

I made a small test beatmap (called "test" on osu web). it only plays in Firefox. there is 1 single sound with a hitCircle. that way the offset is more easy to see (no chrome version of that beatmap since I'm having some issues with Audacity conversion right now)

Edit : huge improvement made on sliders. please note that only the first timingpoint is used

Edit : HitSounds added. Ball on sliders added. Reverse sliders added.
Coming soon : gameplay ratio and maybe storyboard. That will rock :)

Edit : just made a small facebook fan page https://www.facebook.com/pages/Osu-web/108368515907391 (I know I should better work on osu-web itself - but I'm a human too ;) )
TheCameleon

peppy wrote:

Your scaling is off; you aren't enforcing aspect ratio at all <snip>

RandomJibberish wrote:

You need to enforce the aspect ratio or it breaks spacing and patterns. All the squares in the map turn into fat rectangles lol<snip>
done :)

(reported Sep 2010 - fixed Feb 2011 -> 5 months later ^^)
RandomJibberish
Getting slider curves working properly and tring to resolve the offset issue should probably come before storyboards lol
TheCameleon
Slider curves are quite hard to do ;) it requires bezier or catmull, which means math stuff. It's on my todolist, but before making any working code for curves, I'll have to understand what wikipedia says about bezier and catmull curves.
Indeed the main issue is that html5's <canvas> only supports bezier curves with 2 handlers and beatmaps often user more than 2 points for their sliders... There is nothing related to catmull curves in <canvas> I'lll have to make everything by hand. And it might slow the game down :/

Storyboard seems to be easier to do ;) less math issues :)

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)
Waryas
You can precalculate all the bezier curve and hold them in a table. More memory usage, faster / no lag during gameplay.
Guy-kun

TheCameleon 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)
Most of the things so far have been
>I can't do anything about
>Wait I've done it.

A developer should never say 'I can't do anything about' until you've spent at least a significant amount of time trying/researching.
TheCameleon
Backgrounds are now displayed.
A "start page" is now present (for new users).

Beatmaps are now cached in your browser (html5 stuff). This means that once they are in your cache, the game is *much* faster to load :)
("only" 100 50 files are loaded instead of over 300)

Edit : We added a dev-version of osu!web. http://osu-web.tk/unstable/
That way, we can keep osu-web.tk more stable :)

Edit : seems to be working atm on iOS 4.2.1, quite laggy, images not scaled down. etc. Looks better if you add it to your HomeScreen ;)

Edit : FPS is now displayed :)
For me ~50 on Fx4 and <20 on iPhone (and <10 in landscape)
Sometimes the "lag" is caused by js' <audio> API (was the case with Fx4 a few days ago - we found a workaround)

Edit : You can get osu! web source code here : https://launchpad.net/osu-web
Browse code → https://code.launchpad.net/osu-web
Report bug → https://bugs.launchpad.net/osu-web
Suggestions → https://blueprints.launchpad.net/osu-web
FAQ → https://answers.launchpad.net/osu-web
Shael_old
Any updates?
TheCameleon
Well, not for now. I got a lot of stuff to do for school, and for my studies next year.
I'm too buzy to work on osu-web, even if I want to. But I'll work on it when I have enough free time ;)

If you want to code with me, you can go there → https://launchpad.net/osu-web/ and submit code. It will be put (manually) on http://osu-web.tk/unstable/ until I can give it a closer look, so as to send it to http://osu-web.tk/ (stable version)
Mithos
This game was really unstable for me on Chrome. I suggest you scale it WAYYY back so the game is playable, and make every update playable until you can play the whole thing stable.
TheCameleon
Bezier curves are now working !
You can test it @ http://osu-web.tk/unstable/

NB. bezier curves are on the unstable branch, thus other features may not work (eg spinners)
peppy
No workies on stable chrome :(. Hangs before song select appears.
Mara
Previous song is still playing when playing next map.
Guy-kun
Doesn't load in dev chrome, but works really nicely in FF4 actually, I'm impressed.

One thing, once you resume, the play window won't disappear
peppy
Doesn't work in Firefox 3.6.x. Song never loads. I suggest testing on more than one browser, and avoiding the same regressions as you move forward.
Jarby
Wow, I never expected this to be completed to this extent, good job. Although it was running under 30fps the whole time according to the counter at the bottom right and I had to ignore the approach circles completely for timing.
TheCameleon
I'm happy that you enjoy bezier sliders :)

TheCameleon wrote:

NB. bezier curves are on the unstable branch, thus other features may not work (eg spinners)
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.

I still have to fix issues that came while adding bezier curves. When all that will be ready (and a bit stable) it will be sent to http://osu-web.tk/ (aka stable version).

A smaller FPS is actually normal. Beziers curves with over 2 control points are home made (pixel by pixel) and thus are longer to draw.

Edit : Added Catmull curves.
Started to work on hitcircles stack.

Edit : moved bezier and catmull to http://osu-web.tk/ (means more stable)
You can download the code of the website at https://launchpad.net/osu-web/+download
TheCameleon
I just read again the whole post →

mm201 wrote:

WebGL seems like a better tool for the job than raster drawing to a canvas.
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.

strager wrote:

Clemaister wrote:

Please check Balldroppings, you'll see that's possible.
That uses Flash.
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)

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.

Hyguys wrote:

and more design on skin , to make the skin look like the default osu skin.
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.

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.)

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!.
Thanks :)

There was also some discussion about taiko. We dropped that idea for now. We may work on it again, but *much* later.

----------------------

What's new ?
  1. fixed cursor, font (bold) in webkit
  2. faster to load
  3. translation support → you can help us translate into your language !
  4. slider are finally at the good timing
    (the ball has a good path, but the slider is not cut off the way it should for now)

LunaticMara wrote:

Previous song is still playing when playing next map.

Guy-kun wrote:

One thing, once you resume, the play window won't disappear
both fixed

Some updates are only available at http://osu-web.tk/unstable/
(keep in mind that /unstable is buggy !)
mm201

I made these sliders in GDI+ ages ago. If canvas provides you with offscreen drawing, I can provide something similar.
TheCameleon
Thanks for the answer ;)
Well, I found a way to draw n-control-point bezier and catmull curves. You can give it a try if you want at http://osu-web.tk/unstable/test/catmull.html and http://osu-web.tk/unstable/test/bezier.html (just click to draw a curve)
The thing is that sliders have a sliderLength property, which I do not respect when drawing the slider, but the ball DOES respect sliderLength. I still have to tweak a little bit my code to take sliderLength in count when drawing.
The only issue I have is with big bezier/catmull curves, because they're slower to draw (they are pre-calculated, of course).

Other new stuff
- stops rendering when game is paused (yes, it wasn't the case before !)
- maximum fps to avoid cpu overload (not 100% done)
mm201
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.
akrolsmir
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.

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).
TheCameleon

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.
Well, that's what we are doing ;)
Maybe your are referring to
Bezier.prototype.pointAtDistance = Catmull.prototype.pointAtDistance
? Those functions are used to place the ball on the slider ;)

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.
thanks :) changed to "Continue"

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).
Of course you can !
The code is hosted on our website, via bazaar. You can access it with the following command line bzr clone http://osu-web.tl/unstable/ (on linux, with bzr installed. Or you can use a Windows GUI, some are listed there http://wiki.bazaar.canonical.com/Window ... 0Installer
You can also access the code from our servers at http://osu-web.tk/unstable/js/ and the code related to bezier/catmull curves is available at http://osu-web.tk/unstable/js/curves.js
I use the formula from http://en.wikipedia.org/wiki/B%C3%A9zie ... ralization and http://www.mvps.org/directx/articles/catmull/ (equation 2)

-----------------------

osu-web is finally "playable" on iPhone (starts, images are scaled down, uses touch events)
to start playing on an iPhone, you'll have to click on the loader, once your beatmap is selected.

-----------------------

We moved to a professional web host.
www.osu-web.com/
yuichan16_old
it's a bit too laggy
Marcin
What a necro...
shycjd
it sounds like so great!
but will osu! web be more laggy?
abcmno
i'm very interested in it.
- Marco -
It would be cool but it needs to be playable
[Kanzaki Ranko]

strager 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?
^ from page 3

marcostudios wrote:

It would be cool but it needs to be playable
670839245
Fail to load, due to a SUPER bad Internet connection. Stuck at 99%.
- Hourai -
very nice
IOException
are there keyboard shortcuts to clicking, like Z or X? i can't play osu without keyboard :P
670839245
Project abandoned? The files in the project page (not the game) cannot "be found"(error 404), and the FB page hasn't been edited for months.
olszam
Try to use asm.js
Zamieci
I have to say, I get RAM spikes while playing. It saps up RAM fast, I gobbled about 2 GBs of RAM in a few seconds.

Is this a Memory leak, or is it something to do with canvas size, because it doesn't kill my RAM when I play it with half a screen. Full screen, yeah right.

BTW the browser I'm using is WaterFox 26, a 64 -Bit Firefox. If the 64-bit orientation could be something to look at that would be nice!
Alyne_old
Please, publish it to Firefox OS!
It's ready, you just have to give it an icon :3
Ven
Cool idea, I could play Osu at school without having to use Safe Mode.
Eren Yaeger
Works perfectly for me when using chrome!
ZachHill
this was 5 years ago? WOOOOOOOOOOOOOWWWOWOWOWOWOWOWOWOOWOWOWOWWOOWOWOWOWOW :shock:
abraker

Marcin wrote:

What a necro...
Asda Meal Deal
Its quite well done.

Only thing I would suggest is to add keyboard options. ZX YZ etc but well done :-)
Raymonf

ctg1996 wrote:

Its quite well done.

Only thing I would suggest is to add keyboard options. ZX YZ etc but well done :-)
What if I told you that this project is from 5 years ago?
SirCmpwn
If you're looking for something newer, try http://www.drewdevault.com/osuweb/
LERUfic
it's very lagging... :cry:
i only got up to 20 fps
hope you can fix this :)
Blackbetty6

Clemaister 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
LOL
Blackbetty6
Would you like a NOTELOL???
XinCrin
Oh you guys this is a 5 years old project =p
Crowie
it needs a skip button!
RainbowMovies34
VERY GOOD!Thanks!Computers can open it,too!
RainbowMovies34

ghostshipCrowie wrote:

it needs a skip button!
Yes,that web osu! needs a skip button but its no prob :D
You can(only) wait!
RainbowMovies34
Can we upgrade skins on it?
Remyria
¯\_(ツ)_/¯ redirects me to a page that looks like it wants to give viruses and with popup that prevents the closing of the page until you check the box "prevent the page from creating more dialog boxes", I suggest to erase the link in all the messages in this thread at least (maybe verification to be sure it doesn'T happen only to me)
Nathanael
Those links are no longer available and removed. ¯\_(ツ)_/¯
Igoorx
This link works: http://www.osu-web.com/ but idk if it's the same x.x
syxz_old_1
Download puffin then you can play on mobile/ipad but it's slightly laggy -.-
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