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posted
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
posted
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
posted

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.
posted
I'm trying to find the Ios version.Does it work on ios?
posted

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)
posted
Awwwww.....Damn my android sux.My pc is good but Ican't use it always.
posted
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!
posted
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)
posted
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/
posted
Nice work but I have some requests:
MouseSpeed = xx.xx
Frame Limiter = Unlimited
Skinnable Logo and Play / Exit / Download buttons :/
posted

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.
posted
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
posted

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)
posted

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)
posted
Thanks for the updates.
This project is doing well. I love it. :3

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.
posted
Mine too. Currently running Resurrection Remix (Cyanogen Based) 5.1.1 and my offset is -145ms (lol)
and the spinners "lags" half a second. but thanks to USB OTG i can stream smoothly haha

Sorry for bad english.
posted
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.
posted
Release: v0.12.0
This update brings major UI enhancements.
  1. Snaking sliders: These are finally implemented (thanks to Bigpet), and can be disabled in the options.
  2. Kinetic scrolling: Much more natural scrolling in the game menus (thanks to fluddokt), and now the song menu looks a lot more like (an old version of) osu!.
  3. Star ratings: Ported the osu!tp beatmap difficulty algorithm as provided in Tom94's repository. It's not entirely accurate, I think, but is close and definitely helpful to have.

There are several more updates and bug fixes listed in the release notes.

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 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).
posted
Hey, I have a problem I can't change the size of the window even if I change the resolution in the options...
And how do I change the sensibility in game ? is it a raw input option ?

Thank you for all the work by the way :D
posted

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.
I have also problem with offset. Each beatmap has different offset. Running opsu on mac.
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