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does anyone know how to imitate karoo13's succubi slidertick art?

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Topic Starter
gummibar
hi. this is the coolest (aspire) technique i've ever seen. you should see it too. here it is now.

onumi - Succubi (Karoo13)


great news. this image embed broke! thats awesome. well, you can download this very cool thing here. you're just going to have to trust me, its coolhttps://osu.ppy.sh/users/1882522

I really don't know what to say regarding this. This is wild stuff. As far as i know, it is totally unique. There is no information as to how this is done that isn't from its creator, and even that is very vague; just a passing note saying how its very painstaking and was done entirely by hand, which brings more questions than answers.

The sliders entirely consists of white points, yet their .osu curveType is linear, which would make it almost impossible to manipulate in the editor (adding another white point would change its curveType to bézier). Did Karoo13 start with red ticks, then painstakingly changed all of them to white ticks to mitigate lag? Is that even a thing? Is he just lying, and he has a program that edits the .osu? Is Karoo13 an actual witch? We may never know.

Does anyone know how this is done? It is very cool. I would like to try it out.

Don't even get me started on this
that's not the background. it is the slider.
yeah. actual witch.
abraker
I think he may have used this: community/forums/topics/940368

edit: it's on hist pfp

Karoo13 wrote:

Exploring slider tick art, as well as some other gimmicks. Tick art made by hand, about 50 hours of mapping for 13 seconds of map, hence the mapping fatigue at the end. SS-able if you get ~280fps, though some ticks might not visually disappear if you are below 350.

There are lots of nuances to the mapping which you probably missed, as different aspects of the map are designed to be played by the player, auto, or looked at in editor. Starting with the first object, it is playable by holding in the center, but auto will try to move and probably miss. Watch auto with the default skin (cursormiddle trail) though.

In the next section there are some weird angle sliders, but they are straight in editor. This is using the large radius passthrough float precision issue, but in a save-able form.

Then there is the themed 淫紋 tick art, I am really happy with how this turned out. The original motivation behind the map was that the song supported this visual theme, and the result is almost exactly what I envisioned.

The last thing to talk about is the mapping fatigue slider, which is the difference between the two versions (texture size is limited to either 2^14 or 2^15 depending on gpu(?), distortion is also minorly affected by resolution, they are calibrated to be looked at in a 1056 px tall editor), I wrote a slider distortion to image thing during the competition (private), the image used is simple to reduce lag.
Topic Starter
gummibar

abraker wrote:

Karoo13 wrote:

Tick art made by hand, about 50 hours of mapping for 13 seconds of map, hence the mapping fatigue at the end.
i vaguely mentioned this in my original post. this is really the only part that speaks on making slidertick art, the rest is discussing how the art plays, the mapping fatigue slider, incorrectly generated sliderbodies (which is a different thing, see https://twitter.com/CrazyrabbitKGE/status/1255856058586685440), and so on. mapping tools also isn't involved, even though Karoo13 and OliBomby have worked together in the past.
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