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[Official Specifications] Storyboarding by Scripting

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Azu_old
Examples of Triggers. Are there any? I want to have something were each time you click on the circle, the sprite/animation pops up.
RandomJibberish
Currently you can only trigger events on a clap, whistle or finish. You could use clever skinning to get it to work on "normal" hitsounds too though.
Azu_old
Even so, how would it look?
RandomJibberish
Uh, exactly how you SB it? You can make objects move around and stuff however you like :roll:
LuigiHann
If you're looking for examples, check out the Gorillaz collab maps, and notice what happens when you hit the notes versus what happens when you don't hit the notes

http://osu.ppy.sh/s/10862
http://osu.ppy.sh/s/8749
http://osu.ppy.sh/s/12131
K2J
Just a minor detail I'm not sure has been posted yet:

Objects in the .osb file take prescedence in the layering over the .osu files, but only within the four nominal layers. That is, let's say I have pseudocode in the .osu file:

Sprite,Background,Centre,"object1.png",x,y
_M,0,0,1000,x,y
Sprite,Foreground,Centre,"object2.png",x,y
_M,0,0,1000,x,y

And in the .osb file:

Sprite,Background,Centre,"object3.png",x,y
_M,0,0,1000,x,y

Object 3 will appear above object 1 (since they're both in the Background layer and the .osb file takes precedence), but not above object 2 (since object 2 is in a higher layer). You can think of it as (and this is probably how it actually happens) the game loading the .osu file's events, then appending the .osb file's events afterward. Thus, since the .osb events are necessarily further down the list in the layer, they appear on top.

Something to keep in mind if you're doing difficulty-specific scripting.
Cyril Scarlet
Oh ~ Nice thread <3

I want to learn how to make SB by Notepad too ~
Gomo Psivarh

Echo wrote:

origin:
TopLeft
TopCenter
TopRight
CentreLeft
Centre
CentreRight
BottomLeft
BottomCentre
BottomRight
A typo. TopCenter doesn't work. It's TopCentre.
Dangaard
Is it possible to use loops and triggers for sound samples as well?
-Napoleon-
I have a giant problem! The colour changer "C,...,...,...,...,...,..." what are the numbers that I have to? for Example: To the colour blue.
ziin
SPOILER
[quote="Xavier18488"]I have a giant problem! The colour changer "C,...,...,...,...,...,..." what are the [color=#BF0000]numbers[/color] that I have to? for Example: To the colour [color=#0000FF]blue[/color].[/quote]
It helps to know a little bit about computers and colors before attempting to color something in a storyboard.

In any case, you can see that your color blue is actually #0000FF. If you can understand the difference between decimal and hexadecimal, FF is equal to 255 (in hex and dec respectively). The blue color in decimal would be <0,0,255> with each number signifying an RGB component (which are the three primary colors in light). Green would be <0,255,0> and red would be <255,0,0>.

so the color changer looks like this:

_C,<easing>,<starttime>,<endtime>,<color1>,<color2>

Replace <color1> and <color2> with the color that you want, including the commas.
-Napoleon-
YAY I got to know the same thing, I do not want to offend with the previous sentence, but I do not understand anything about RGB and stuff like, must explain further.
ziin
-Napoleon-
Thanxs :D
emergist
In vector scaling:

Echo wrote:

startx, starty: the scale factor at the beginning of the animation
endx, endy: the scale factor at the end of the animation
1 = 100%, 2 = 200% etc. decimals are allowed.
I have a question: the "startx,starty,endx,endy" are positions, not scale factors, why can it be 100% or 200%?
those

emergist wrote:

In vector scaling:

Echo wrote:

startx, starty: the scale factor at the beginning of the animation
endx, endy: the scale factor at the end of the animation
1 = 100%, 2 = 200% etc. decimals are allowed.
I have a question: the "startx,starty,endx,endy" are positions, not scale factors, why can it be 100% or 200%?
Are you sure the "startx,starty,endx,endy" are positions? More than likely it implies "startxscale,startyscale,endxscale,endyscale".
emergist

those wrote:

More than likely it implies "startxscale,startyscale,endxscale,endyscale".
You're right, I've tried just now. Thx.
69653863
I don't know if this question had already asked or not, but I'm seriously curious about this thing:

How does timing in .osb file matched with the timing on the editor?

In case you still puzzled with the questions above, I give you some


The animation that I define above is the Clouds.png moving, I used Clouds.png only one time.

On the editor it said that the moving and fading animation starts on 01:52:500 while on the .osb it starts on 112500.
I know that the timing defined by the editor and the .osb are both same, but it seems that the timing system on .osb and on the editor is different.

For a storyboarder, timing are the most important thing on storyboarding especially if you cannot copy paste the sprites from the editor, which has to be done on the .osb. But due to different timing system on .osb, this might be a problem for the storyboarder since he doesn't know how to convert the timing on editor into timing on .osb.

I'm sorry if my question is confusing or you didn't understand what do I mean, but this had seriously made me curious since I'm also a storyboarder. Just ask further if you didn't understand what do I mean here.

Any help would be appreciated. Thanks before!
abalee
@inverness
01:52:500 = 00:(60+52):500 = 112500
ziin

inverness wrote:

For a storyboarder, timing are the most important thing on storyboarding especially if you cannot copy paste the sprites from the editor, which has to be done on the .osb. But due to different timing system on .osb, this might be a problem for the storyboarder since he doesn't know how to convert the timing on editor into timing on .osb.
If you click on a note in the osu tab and copy it, it will copy that time in the following format:
01:17:361 (9,10) - 
in this case I selected 2 notes, #9 and #10.
Literally this is copied into your clipboard so when you paste it, it will show up like that.

If you switch over to the design tab, and press ctrl C to copy, it will copy the current position's time in ms format:
77361
That's the easy way to go from MM:SS to millisecond.
D33d
I have a problem with hitsound triggers at the start of my map. This map. Everything displays properly in the editor. However, at the start of the map, the first set of triggers does not activate during gameplay/test mode. I have already tried deleting some code, just to see if the client was being overloaded. However, this changed nothing. The second set of triggers works.

The code, including the triggers, for the elements is as follows:

Triggers are my worst newfound enemy, or so it seems
Sprite,Foreground,Centre,"Deedbg.jpg",320,240
T,HitSoundFinish,22664,50095
F,0,0,343,1,0
S,0,0,343,1,1.075
F,1,343,,0
L,55924,32
F,0,0,686,1,0
S,0,0,686,1,1.1
F,1,686,,0
L,145067,32
F,0,0,686,1,0
S,0,0,686,1,1.1
F,1,686,,0

Sprite,Foreground,Centre,"I CAN BE CYAN.jpg",320,240
T,HitSoundWhistle,22664,50095
F,0,0,343,0.6,0
L,114895,28
F,0,0,686,0.6,0
S,0,0,686,1,1.1
F,1,686,,0
M,0,111810,,320,241
F,0,111810,113181,0,1
F,0,113181,114552,1,0

Sprite,Foreground,Centre,"BOOM.png",320,240
T,HitSoundClap,22664,50095
F,0,0,343,0.4,0
M,0,77524,78895,320,240,325,240
F,0,77524,78895,0,0.5
F,0,78895,80266,0.5,0
M,0,78895,80267,325,240,320,240
F,0,78895,80267,0.5,0
M,0,80267,81638,320,240,325,240
F,0,80267,81638,0,0.5
M,0,81638,83010,325,240,320,240
F,0,81638,83010,0.5,0
M,0,83010,84381,320,240,325,240
F,0,83010,84381,0,0.5
M,0,84381,85752,325,240,320,240
F,0,84381,85752,0.5,0
F,0,84381,85752,0.5,0
M,0,85752,87124,320,240,325,240
F,0,85752,87124,0,0.7
M,0,87124,88152,325,240,320,240
F,0,87124,88452,0.7,0
M,0,88152,89593,320,240,320,241
F,0,88452,,0
F,0,88495,89524,1,0
S,0,88495,89524,1.2,1
M,0,166667,168038,320,240,315,240
F,0,166667,168038,0,0.5
M,0,168038,169410,315,240,320,240
F,0,168038,169410,0.5,0
M,0,169410,170781,320,240,315,240
F,0,169410,170781,0,0.5
M,0,170781,172152,315,240,320,240
F,0,170781,172152,0.5,0
F,0,176952,,1
F,0,177124,,0
F,0,177295,,1
F,0,177467,,0

By the way, I'm aware that much of this code is inefficient, but from what I can see, streamlining repeated events into loops won't make much of a difference.

DEEDIT: It seems that removing the automated loops for Deedbg.jpg during Kiai time solves my problem. Of course, now I need to figure out why the loops are preventing only the first set of triggers from working.

I created copies of these images for the triggers. However, while their triggers activate during test play, they do not during normal gameplay. As of yet, nobody to whom I have shown this map has seen the triggers work outside of the editor. In order to see if the loops were working at all, I removed every other line of code. However, the loops still didn't work during standard gameplay.

As of now, this is how the loops look at the start:

Sprite,Foreground,Centre,"Deedbg - Copy.jpg",320,240
T,HitSoundFinish,0,49752
F,0,0,172,1,0
S,0,0,172,1,1.075
F,1,172,,0
T,HitSoundFinish,89524,100838
F,0,0,172,1,0
S,0,0,172,1,1.075
F,1,172,,0

Sprite,Foreground,Centre,"I CAN BE CYAN - Copy.jpg",320,240
T,HitSoundWhistle,0,50095
F,0,0,172,0.6,0
T,HitSoundWhistle,89524,100838
F,0,0,172,0.6,0
T,HitSoundClap,105295,105810
F,0,0,172,0.8,0
T,HitSoundFinish,133752,136495
F,0,0,2744,0.8,0
S,0,0,2744,1,1.5
F,1,2744,,0

Sprite,Foreground,Centre,"BOOB.png",320,240
T,HitSoundClap,0,50095
F,0,0,172,0.4,0
T,HitSoundClap,89524,100838
F,0,0,172,0.4,0

Removing spaces from the file names didn't change anything, so I guess that I'm screwed.
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