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opsu! - an open-source osu! client (UNOFFICIAL)

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Topic Starter
euphyy

chong601 wrote:

I don't think there'd be any significant performance gains because opsu! isn't very resource-intensive anyway. There's also a lot of Slick-specific code in the states and audio, so there's more rewriting required than you'd expect. I'm not discouraging you from porting the code, but if you're willing to do that much, it might really be more worth your time to help fluddokt merge changes over to his fork. (Though the new slider rendering code might be a pain to move over there...)
Hydrixel
ummm is the spinner glitch for opsuandroid fixed? (using tablet btw) laggs for half a second
XinCrin

gintoki147 wrote:

I love this project.
Personally, I think you should drop desktop support and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
Don't download 1/4 beatmaps then. Is that hard?
opsu! could need specific beatmaps for it, like osu! stream
Agrrox

XinCrin wrote:

gintoki147 wrote:

I love this project.
Personally, I think you should drop desktop support and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
Don't download 1/4 beatmaps then. Is that hard?
opsu! could need specific beatmaps for it, like osu! stream
im not a fan of touch screen osu but what about having bottom right corner of screen for tap overlay keys.
chong601

Agrrox wrote:

im not a fan of touch screen osu but what about having bottom right corner of screen for tap overlay keys.
tfw opsu!-android have no support of multitouch
XinCrin
Play streams is not fun in a touch screen imo.
chong601
play streams on a touchscreen to guide the cursor and use a keyboard to tap is fun imo.

but good luck getting used to the touchscreen delay
gintoki147
I don't know if this is a known issue, but still...
Even though I adjusted the music offset in the options menu, some songs are clearly out of sync with the objects, while others play just fine.
Maybe opsu! is not reading the beatmaps' offset correctly?

I'm playing on Android btw
Howl

gintoki147 wrote:

I don't know if this is a known issue, but still...
Even though I adjusted the music offset in the options menu, some songs are clearly out of sync with the objects, while others play just fine.
Maybe opsu! is not reading the beatmaps' offset correctly?

I'm playing on Android btw
Probably the beatmaps don't have a correct offset. A local offset feature (per-beatmap offset) has already been requested on this thread.
YangireKaito
I'm trying to find the Ios version.Does it work on ios?
Topic Starter
euphyy

YangireKaito wrote:

I'm trying to find the Ios version.Does it work on ios?
Theoretically, yes. But nobody has tried building the libGDX version for iOS because I think nearly none of the contributors have Macs... (and here's my request that's been ignored :P)
YangireKaito
Awwwww.....Damn my android sux.My pc is good but Ican't use it always.
Topic Starter
euphyy
Release: v0.11.0
This update contains a lot of bug fixes, some new features, UI improvements, and a new build system.
  1. Animations: Added easing animations on a lot of elements, so all the menus feel pretty different from before.
  2. "Hidden" mod: With this release, all the core game mods are now complete.
  3. Download servers: Added additional download options for YaS Online, Mnetwork, and MengSky.
  4. Gradle: With the help of LemonLake, you can now build opsu! using Gradle (or keep using Maven). This came with the bonus of removing JarSplice from the build cycle, as opsu! now has its own native loader.

The bug fixes are too numerous to list here, so check out the release notes if you're interested. Thanks again for all the support!
XinCrin
It was working with previous version but I can't open it now. I got this error, I don't know if someone could help me. Thanks in advance :)

Tue Sep 01 21:23:06 CLT 2015 ERROR:Pixel format not accelerated
org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:247)
at org.lwjgl.opengl.Display.createWindow(Display.java:306)
at org.lwjgl.opengl.Display.create(Display.java:848)
at org.lwjgl.opengl.Display.create(Display.java:757)
at org.newdawn.slick.AppGameContainer.tryCreateDisplay(AppGameContainer.java:302)
at org.newdawn.slick.AppGameContainer.access$000(AppGameContainer.java:34)
at org.newdawn.slick.AppGameContainer$2.run(AppGameContainer.java:367)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:348)
at itdelatrisu.opsu.Container.start(Container.java:69)
at itdelatrisu.opsu.Opsu.main(Opsu.java:205)
Tue Sep 01 21:23:06 CLT 2015 ERROR:** Uncaught Exception! **
Tue Sep 01 21:23:06 CLT 2015 ERROR:null
java.lang.NullPointerException
at itdelatrisu.opsu.GameImage.setDefaultImage(GameImage.java:615)
at itdelatrisu.opsu.GameImage.getImage(GameImage.java:553)
at itdelatrisu.opsu.ui.Cursor.reset(Cursor.java:290)
at itdelatrisu.opsu.Container.close_sub(Container.java:121)
at itdelatrisu.opsu.Container.start(Container.java:75)
at itdelatrisu.opsu.Opsu.main(Opsu.java:205)
Topic Starter
euphyy
To everyone who's been asking, fluddokt updated the Android version to 0.11.0a, and you can get it here: https://github.com/fluddokt/opsu/releases/tag/0.11.0a
Thanks so much for still maintaining this!

XinCrin wrote:

It was working with previous version but I can't open it now. I got this error, I don't know if someone could help me. Thanks in advance :)
Does this page help? http://hopper.minecraft.net/help/pixel- ... celerated/
-[Cow]-
Nice work but I have some requests:
MouseSpeed = xx.xx
Frame Limiter = Unlimited
Skinnable Logo and Play / Exit / Download buttons :/
Topic Starter
euphyy

Osugye wrote:

Nice work but I have some requests:
MouseSpeed = xx.xx
Frame Limiter = Unlimited
Skinnable Logo and Play / Exit / Download buttons :/
No idea how to change mouse sensitivity in LWJGL (you probably can't). I don't think unlimited FPS is necessary (it really eats up CPU in Slick2D, and it probably wouldn't have any benefits), but feel free to modify the source code yourself -- I can point out the few lines you'd need to change if needed. And everything is skinnable.
HappyDayzTaken
Will there be a download for ios users? Idk how to download this for ios xD

p.s: srry if this is old and i brought it up to the top :v xC
WasuraretaKioku

HappyDayzTaken wrote:

Will there be a download for ios users? Idk how to download this for ios xD

p.s: srry if this is old and i brought it up to the top :v xC
no opsu! for ios sorry XD
There's no current developer/porter for ios

But it's possible since libGDX supports IOS? or they need to rewrite the code to Objective-C, Swift??? (sorry im noob at programming/coding so don't get mad at me XD)
chong601

HappyDayzTaken wrote:

Will there be a download for ios users? Idk how to download this for ios xD

p.s: srry if this is old and i brought it up to the top :v xC
well, we did ask someone who have Mac OS X to help build one, but no one replied so there's no iOS build out there

WasuraretaKioku wrote:

But it's possible since libGDX supports IOS? or they need to rewrite the code to Objective-C, Swift??? (sorry im noob at programming/coding so don't get mad at me XD)
iirc, they can use the same codebase (since libGDX can be built to iOS as well using the same code on Windows, Mac, Linux, Android and Web)
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