skin it, since you can't specify it
inputoverlay-background.pngnot94 wrote:
ive got a question
what is about the key overlay
in some skins they are costumized in some not
How do I create these overlays.
I couldn't find an image in my skin
Well, I don't really know how and I'm too lazy to find out.OsuMe65 wrote:
It must be the other way around.
(If you're skilled enough, why not recreate them in HD?)
it's volume-bg-effect.pngdeadbeat wrote:
i know there's volume-bg.png
but what's the element for the effects volume. it is just effects-volume-bg.png?
Ranking screens vary because of their image resolutions.PandaDoctor wrote:
Why is it that some ranking-panel s fill my screen but others only fill parts?
What do you mean by skin behavior?OsuMe65 wrote:
Ranking screens vary because of their image resolutions.PandaDoctor wrote:
Why is it that some ranking-panel s fill my screen but others only fill parts?
Also, skin behavior matters
AnimationFramerate: (value in numbers)This code applies to skin.ini
I will just quote thing that I wrote 5 month ago.Stort wrote:
Hi, I was wondering if it was possible to control the speed of the scorebar-colour animation. I've tried to add extra frames to make the animation slower or delete frames to make it faster, but these frame changes only come into effect when previewing the skin. When I'm in game the animation speed is always the same no matter how many frames there are.
MLGnom wrote:
That depends which one part you are actually animating.
With adding to skin.ini "AnimationFramerate: <Number of frames per second>" - This option will affect every animation that you have in your skin (except hitbursts and sliderball).
But now how to control speed with it and how to make different speed on different parts?
This is a tricky part. As stated AnimationFramrate is affecting amount of frames used per second.
Example: We have animated lifebar that contains 8 frames and animated skip button that contains 20 frames. We are setting AnimationFramerate to 4.
Full loop of lifebar animation will take 2 seconds , 5 second for skip button.
In other words The more frames you have and lower Animation Framerate is, then slower animation will be.
But now case where we want fast animation for skip and very slow for lifebar. Let's say we are using the same amount of frames as previosly stated (8 and 20)
You are setting AnimationFramerate to 10. Now you have pretty fast skip button but way too fast lifebar (less than 1 second to do loop) but you want it to be slow. So the only way is to increase amount of frames. You will need to duplicate frames few times.
Example :
scorebarcolour-0, scorebarcolour-1, scorebarcolour-2 and scorebarcolour-3 are using picture number 1. scorebarcolour-4, scorebarcolour-5, scorebarcolour-6, scorebarcolour-7 are using picture number 2 etc.
After that you will have "8 frames" as 40. So now with AnimationFramerate it will take 4 second instead less than 1.
It's not taking that much time as it's looks to duplicate frames. Generally only renaming them is a little annoying but still is possible to do this in few minutes.
(menu-back is not affected by normal duplication of frames. You need to add AnimationFramerate to control it's speed).
Thanks, didn't see that post.satriobp wrote:
Yes It is...[ Zan ] wrote:
I don't know if this is just me but after today's update all of the hitcircle combo colours that are a part of a slider have turned black (not that I'm complaining cuz it looks pretty cool but I'm wondering if this is a glitch?)
Example:
t/192473
Just to let you know, I messed with that element for a hour. It is a pain in the ass to get perfect. I gave up.Hatsune Chiyo wrote:
Just remembered the reason why I made my taiko-bar-right wider than the template:
because of my stretching issue :p[/box]
does it means taiko-bar-right isn't widescreen-compatible?
I have doubts that taiko-bar-right stretches from left to right (assuming that taiko-bar-right has a text).Hatsune Chiyo wrote:
Just remembered the reason why I made my taiko-bar-right wider than the template:
because of my stretching issue :p
does it means taiko-bar-right isn't widescreen-compatible?
[peppy] Fix spinner background opacity being completely wrong.But next
[peppy] Restore spinner background dim. Fix using SpinnerBackground = 255,255,255 in skin.ini.He needed to restore it. Many people are used to that dim and I understand that. But we have alternative way to fix dimming.
Actually, there IS a solution, by 'squeezing' your taiko-bar-right, but, yeah, I feel yaUruoki wrote:
Just to let you know, I messed with that element for a hour. It is a pain in the ass to get perfect. I gave up.
It DOES stretch from the right edge of taiko-bar-left, but probably only for non-standard res (4:3), as I told you earlier (or not?)..OsuMe65 wrote:
I have doubts that taiko-bar-right stretches from left to right (assuming that taiko-bar-right has a text).
MLGnom wrote:
HitcircleselectHitcircleselect is a sprite for "selected object" in beatmap editor.
It's a blue glow on the picture.
o lord im blind. thx :3MLGnom wrote:
Ctrl + F on first post of this thread :MLGnom wrote:
HitcircleselectHitcircleselect is a sprite for "selected object" in beatmap editor.
It's a blue glow on the picture.
Put a transparent taiko-slider instead of not skinning it (this will make your skin uses default taiko-slider)Tokiiko wrote:
hello, i was wondering how you would go about making the taiko-slider transparent?
1. No, you can't. taikohitcircleoverlay# is for animated overlay (?) You can only have different images for normal and big notes..Cataku wrote:
Is it possible to have the two taiko circles (red and blue) have different images? I tried taikocircleoverlay0 and 1 but it wouldn't work D:
Also, I got a custom taiko pippidon.. which disappears after the idle time. Vanishes and doesn't come back again.. Any idea why that happens?
The rules of the character (thx to peppy) :
clear animation
animates with sequence: 0 1 2 3 4 5 6 5 6 5 4 3 2 1 0
pippidonclear0
pippidonclear1
pippidonclear2
pippidonclear3
pippidonclear4
pippidonclear5
pippidonclear6
idle
pippidonidle0.png
pippidonidle1.png
etc.
kiai idle
pippidonkiai0.png
pippidonkiai1.png
etc.
fail
pippidonfail0
pippidonfail1
pippidonfail2
pippidonfail3
pippidonfail4