GOOD GOD ILU
This.Thiiis.
This.Thiiis.
iirc drum rolls come from sliders, how would the program handle the sliders position and stuff on the grid, considering they have to be there as hitobjects to begin with so that they appear on taiko mode?strager wrote:
For drum rolls (sliders) and spinners, you could have separate keys which the mapper holds to create the drum roll or spinner.
?Sakura Hana wrote:
iirc drum rolls come from sliders, how would the program handle the sliders position and stuff on the grid, considering they have to be there as hitobjects to begin with so that they appear on taiko mode?strager wrote:
For drum rolls (sliders) and spinners, you could have separate keys which the mapper holds to create the drum roll or spinner.
That seems to be a better way.strager wrote:
For drum rolls (sliders) and spinners, you could have separate keys which the mapper holds to create the drum roll or spinner.
Same as in osu! standard? It's determined by length. The only problem is that auto re-snapping in the osu! editor doesn't snap slider ends (iirc), so they'll have to be resnapped manually. If this program supports it, though, snapping could be done automatically.Ephemeral wrote:
and then figure out how slider velocity is calculated in Taiko mode, among other things.
Not really exactly red and blue; probably all he can do is initiate a new combo for each time that a series of notes has been changed to another.aquabluu wrote:
Eph, do you think you could make it so the red and blue notes appear as red and blue in the editor and not all red? Makes it easier to differentiate them.
d kkk ddk d k d k ddddd k
slider hitsoundsIn Taiko-only maps, the hitsound of the slider only matters for Finish notes; non-whistle/clap and whistle/clap pretty much have no effect on the drumroll.
and tapping both sets of keys will create big (finish) hitcircles too.This didn't happen for me; two hitcircles just overlapped with 2ms difference... OTL