Well then, i don't have tablet, just phone 4.7 inch. Waiting for another input method.
I think you got the point wrong here. There is one guy working on the PC version, which is opsu! itself, and another one who is working on opsu! for android. I think euphyy (the creator and mantainer of the PC version) would rather carry on working on it for the PC version, while leaving everything related to the android version to fluddokt, the guy working on the android port.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:
It seems that fluddokt has been even busier than I have lately, which is why the Android version hasn't been getting as many updates. (I don't blame him, since porting my changes can't be very interesting...) But it's all open source, so really anyone can take over if they want to.Howl wrote:
I think you got the point wrong here. There is one guy working on the PC version, which is opsu! itself, and another one who is working on opsu! for android. I think euphyy (the creator and mantainer of the PC version) would rather carry on working on it for the PC version, while leaving everything related to the android version to fluddokt, the guy working on the android port.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:
Well, to be honest, I would support the choice to rewrite the entire game in libGDX.euphyy wrote:
It seems that fluddokt has been even busier than I have lately, which is why the Android version hasn't been getting as many updates. (I don't blame him, since porting my changes can't be very interesting...) But it's all open source, so really anyone can take over if they want to.
A technical issue is the way the Android version is written. To actually get the program running on Android, fluddokt had to switch the game engine from Slick2D (simple, dead, and desktop-only) to libGDX. But instead of porting the source code, which would've taken a very long time, he's "faking" the Slick2D API and replacing the implementation of all referenced methods with libGDX code. It works, as you can tell, but comes with these large problems:The only two choices I can see are to rewrite the project completely in pure libGDX (which nobody wants to do) or continue developing in Slick2D and porting the changes (which anyone can try to do, if they're up for it).
- If someone updates the Slick2D code and calls Slick2D methods not yet "faked", all of those methods need to be rewritten as well (which isn't always easy, or even possible).
- If anyone continues developing the libGDX code with pure libGDX calls, the source code will be a mess of mixed Slick2D/libGDX and merging changes from the Slick2D code will get significantly harder.
- Some desktop code needs to be rewritten to work at all on Android, which makes things even more complicated.
A more practical problem is that I don't actually own an Android device, so I'm not easily able to test anything for it.
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...)chong601 wrote:
Don't download 1/4 beatmaps then. Is that hard?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:
im not a fan of touch screen osu but what about having bottom right corner of screen for tap overlay keys.XinCrin wrote:
Don't download 1/4 beatmaps then. Is that hard?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:
opsu! could need specific beatmaps for it, like osu! stream
tfw opsu!-android have no support of multitouchAgrrox wrote:
im not a fan of touch screen osu but what about having bottom right corner of screen for tap overlay keys.
Probably the beatmaps don't have a correct offset. A local offset feature (per-beatmap offset) has already been requested on this thread.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
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 )YangireKaito wrote:
I'm trying to find the Ios version.Does it work on ios?
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)
Does this page help? http://hopper.minecraft.net/help/pixel- ... celerated/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
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.Osugye wrote:
Nice work but I have some requests:
MouseSpeed = xx.xx
Frame Limiter = Unlimited
Skinnable Logo and Play / Exit / Download buttons :/
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 thereHappyDayzTaken 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
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)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)
I agree that there should be an offset assistant, but that's among the many features that aren't possible until the audio system is replaced -- it requires beat listeners and those aren't currently available. I don't know what's wrong with the Android spinners, but you should report any details you have to fluddokt's GitHub repository since they're working fine on desktop (as far as I can tell).gintoki147 wrote:
An offset assistant would be great. It took me a while to find the correct offset to use. -120ms works nice.
I guess the spinners on Android are somewhat broken. I never get to score more than 50 on them, even though I'm sure I'm doing it right.
I have also problem with offset. Each beatmap has different offset. Running opsu on mac.gintoki147 wrote:
Hm, I still believe there is something wrong with how opsu! reads individual songs offsets.
This time I made a video to prove my point:
As you can see, the same offset can't be used for all songs.
-125ms works well for Airman ga Taosenai, but the same can't be said for Breathe, which only plays well with -80ms.
Note: The beatmaps used in this video can be played in osu! with default 0ms and no further adjusting.