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Tempo Trainee
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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.
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Rhythm Incarnate
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Code:
AnimationFramerate: (value in numbers)

This code applies to skin.ini
This will help. The lower the #, the slower the animation.
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Rhythm Incarnate
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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.


I will just quote thing that I wrote 5 month ago. :D

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).
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Slider Savant
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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:
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Rhythm Incarnate
1,956 posts
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[ 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:
Image

Yes It is...
t/192473
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Slider Savant
111 posts
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satriobp wrote:
[ 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:
Image

Yes It is...
t/192473


Thanks, didn't see that post.
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Beat Clicker
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On one of the skins that I use, the cursortrail lasts too long for my cursor and just gets in the way, and i cant deal with it xD
How do you fix it? Thanks!
it's a dank beat
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Rhythm Incarnate
1,408 posts
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Remove cursor-middle from skin.
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Star Shooter
186 posts
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how to get rid of fuzziness for hit circle borders

everytime i make a white one it ends up looking pixelly or w/e
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Rhythm Incarnate
1,408 posts
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Arcanine wrote:
how to get rid of fuzziness for hit circle borders

everytime i make a white one it ends up looking pixelly or w/e


While using GIMP

For making nicer circles, use feather edges option.

collapsed text
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Spinner Sage
152 posts
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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?


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.
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Rhythm Incarnate
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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?


I have doubts that taiko-bar-right stretches from left to right (assuming that taiko-bar-right has a text).
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Rhythm Incarnate
1,408 posts
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First peppy finally fixed spinner background

Quote:
[peppy] Fix spinner background opacity being completely wrong.


But next

Quote:
[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.
Great option for people who can't use editing programs and just want to have more or less dimmed spinner background.

As stated in change log, add SpinnerBackground: 255,255,255 under [colours] section to remove spinner background dim. <3

And by changing RGB code in SpinnerBackground: 255,255,255 you can manipulate colour of that dim. For example :

SpinnerBackground: 255,255,255 as it supposed to looks like
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SpinnerBackground: 40,40,40 heavily dimmed version
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SpinnerBackground: 255,0,0 red version because why not
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Cymbal Sounder
36 posts
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Uruoki 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.


Actually, there IS a solution, by 'squeezing' your taiko-bar-right, but, yeah, I feel ya

OsuMe65 wrote:
I have doubts that taiko-bar-right stretches from left to right (assuming that taiko-bar-right has a text).


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?)..

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Star Shooter
186 posts
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wtf is a hitcircleselect
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