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That is a great idea for a soft fix for this. Thanks.LuigiHann wrote:
Somebody could probably design a custom skinned approach circle for you if we knew what you were looking for.
Why not? It seems very natural and logical to me...Cyber-Kun wrote:
However it doesn't feel natural when I have to hit the hit circle in comparison to the approach circle.
Or just online: http://www.pixlr.com/editor/YoshiKart wrote:
Edit it with a program of your choice (preferably something that keeps the file in .png, like photoshop or paint.net)
This. Unless i've missed the point of this thread.MetalMario201 wrote:
The player should be timing his clicks to the music, not the circles, so I don't see why this is a problem.
Yes, the idea of rhythm games is to step/click/hit to the music. There are however two types of players, audial and visual players. Audial players play mainly to the music and only use the visual system to see roughly when to hit. Visual players mainly use the visual representation to see when to hit and only use the audio as a rough guide. For visual players something like the issue discussed here is very important.Cyclone wrote:
This. Unless i've missed the point of this thread.MetalMario201 wrote:
The player should be timing his clicks to the music, not the circles, so I don't see why this is a problem.
Be that as it may, osu! is a rhythm game, and should be treated as such. In any case, aural cues are much more effective than visual cues. Try playing osu! with your speakers off.Gemi wrote:
since getting the exact offset and bpm is usually a huge problem for mappers and the sync really drifts inside many songs and the sync between multiple maps is usually very different.
Tbh I play more effectively with the speakers off than the screen off. Might not be the same for you.Echo wrote:
Try playing osu! with your speakers off.
This answer should have been enough to lock the thread. You can't be more right than this.MetalMario201 wrote:
The player should be timing his clicks to the music, not the circles, so I don't see why this is a problem.
The screen tells you where to click, and coarsely tells you when to hit, via spacing and approach circles.Gemi wrote:
Tbh I play more effectively with the speakers off than the screen off. Might not be the same for you.Echo wrote:
Try playing osu! with your speakers off.
If we have either the visual or the music, the visual is the more important one to play the game. The audio makes the game enjoyable and gives a meaning to it, but for most of the songs the audio isn't mathematically accurate, but the notes are usually placed mathematically with exactly the same time between them. (or half or double time)MetalMario201 wrote:
The screen tells you where to click, and coarsely tells you when to hit, via spacing and approach circles.Gemi wrote:
Tbh I play more effectively with the speakers off than the screen off. Might not be the same for you.Echo wrote:
Try playing osu! with your speakers off.
The music tells you much more finely when to click. If you're good, you can time your hits down to the nearest ~4ms, whereas a 60fps display is only accurate to the nearest 16.67ms.
In a perfect world yes. In reality however most maps are in a different sync when compared to each other and the best way to get into the correct syncl is to get the sync from the visual output. The other possible method is to test the sync a few times before you know what it is, but I personally prefer to read the sync from the approach circles so I don't need to retry a few times to get the sync right.awp wrote:
The music should be used for precision timing.
1 metre = 1000 millimetresAn64fan wrote:
1 second = 100 milliseconds
I have issues similar to the OP only on EASIER songs. That is, songs with one beat every measure, or something. The beat isn't common enough for me to get tuned into it, so I have to rely mostly on visuals. I would prefer the approach circle being 'in' the outer border of the hit circle. I will try the suggestion of editing the image.An64fan wrote:
Guys, really, certainly the approach circle acts as a guide, but once you're playing some really hard maps that's all they are; a guide. You're not going to be using them to determine the precise timing on such a map.
A funny thing about how the brain works is that even the vocals aren't 100% precisely timed, you hear them that way anyway. A player will have no problems evening them out, using the background rhythm as a guide.Gemi wrote:
Also beatmaps following the vocals often have problems since the vocals aren't mathematically perfectly spaced but the notes often are, leading to multiple notes being in incorrect sync.
The full adjust includes the approach circle adjustment. I see your point, though; there is a slight difference as some users may want a global frame offset and others may just want the circle adjustment. Then again, I don't think a story board being three frames off is that big of a deal; the approach circles are more important for gameplay.MetalMario201 wrote:
No they're not. One adjusts the entire video--storyboarding, animations, ..., and only by a couple of frames. The other changes the appearance of the approach circled drastically.