We reset the player zoom so level makers wont accidentally be making all their VFX events with a non-default player zoom, thinking that that would be how other players would see the level at the default zoom. This is a different zoom level than the player zoom, and the total zoom level = level zoom times player zoom. There are VFX events in the level that can set the zoom, zoom in, zoom out etc automatically. If more than a few people are confused by this we'll look into making it clearer. That means the first direction the tile moves is to the right. if you select the second tile and press backspace, that deletes the first U, so you get 'RRRURRDRR'. Level data is stored in the game like 'URRRURRDRR' with r for right, u for up and so on. No way to insert a tile? AFAICT, if you accidentally delete one tile at the beginning of your song you need to reload the file, since there's no undo and no way to insert a new tile.īackspace deletes the current tile that is selected, rather than the tile before it. Help doesn't mention that del deletes current/selected tile/s (kinda obvious but.) It would be nice if after clicking Play, the previously selected zoom level was kept, instead of reverting to the game's zoom level Help doesn't mention that mouse wheel = zoom If you add a bend to that horizontal line, but then decide not to do it, there is no way to get the line back to being a straight line again. You write it all, and then you will try to modify the beginning. Also, for the same reason, let's say your song starts with a straight horizontal line. I guess this is because you're internally storing the tiles as an absolute directions (ie, angle relative to horizontal or vertical axis), instead of just the angle relative to the previous tile. Otherwise it becomes impossible to go back to the beginning of a song and modify anything, without destroying everything we've done afterwards. Similarly to what I suggested for the spiral, modifying the angle in a tile should rotate the track from that point on. I know this is practically pointless since I haven't had any sort of luck with much simpler tweaks I've suggested for the game, but I just needed to get it off my chest. Otherwise you'd have to redo the whole thing!!!Īlso, what's with the one miss fail even in the editor? I asked for this to be changed in the game, but the editor too? Really? Then, entering a spiral (the one that inverts the direction of rotation) should automatically mirror the whole level from that point on. Point is, the whole thing should be seen as entering the timings for a bunch of beats, not drawing a squiggly line that magically matches them. If you don't wanna go the whole realtime thing, you could just draw the notes in a piano roll like editor. Having to eyeball all the angles is a nightmare. Now, to my surprise, what should have been the simplest level editor in the history of gaming turned out to be an impossible frustration.įirstly, defining a level for this game should just consist of a realtime scrolling line, "drawing" the level as the user taps on any key to the beat, as if they were playing. I even created an editor for StepMania myself, and created levels for GuitarHero and Beat Saber, so I'm not squeamish to the whole thing. I have created levels for many rhythm games before. I just finished the game (again), so I thought I'd give it a go at creating a custom level.
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