Audiosurf 2

Audiosurf 2

evasion
63 Comments
/m987m\ Jan 17, 2018 @ 10:20pm 
I like the mod a lot and some of the suggestions here about other bullets and more difficulty would be nice. I would add an option to turn off the sound of the bullets firing and also changing the color of the ship so the the hitbox was easy to see in relation to the background/bullets would make it a lot easier to dodge and know where you are, thanks for a great addition to the game!
marblebubbles4 Jan 10, 2016 @ 3:05pm 
How do I do 4 players?
ultra soft May 28, 2015 @ 5:37pm 
Looks like it'd be a lot of fun if it were a bit tougher.
HyperGeek  [author] Dec 1, 2014 @ 4:45pm 
Minor update tonight, folks. Just bringing the updated control options and "void" skin over from evasion+.
PapaKumo Sep 20, 2014 @ 3:07am 
Since my comment in December, I uploaded a little bit of a harder version of your mod: http://steamcommunity.com/sharedfiles/filedetails/?id=316257145

If I learn to LUA I'll try to expand on it in the future, but I mostly edited the variables you provided in your script to increase the number of bullets and decrease their speed.
Remmahknik Jul 9, 2014 @ 4:58pm 
Hmm, A very good game mode. I know it's a proof of concept but other bullet types would be nice if they were possible to add. A stream of bullets on long harmonic parts? Or maybe homing bullets in the mix to up the difficulty. The game mode is fantastic though.
space bees Jun 9, 2014 @ 2:02pm 
Gonna second the call for a cleaner background here- I didn't notice a "snow storm" effect (my graphics settings are on medium), but the vector lines were distracting nonetheless.
Nip Into Natrad Jun 4, 2014 @ 12:16am 
things this mod needs: keyboard controls, higher difficulty settings

unrealistic steam workshop fantasy wishes: enemies to shoot at
HyperGeek  [author] Jun 1, 2014 @ 12:09pm 
...Wait, an AS2 update got pushed out and I missed it?!

A couple of quick fixes today, ladies and gents. I've removed the air debris effect from the skin, as it's gotten kind of obnoxious in the most recent update. I've also temporarily removed the "no thrusters" skin since the thrusters seem to have removed themselves for the moment. Gonna have to look into that.

That's all that should have changed, but I haven't updated this in a pretty good while, and I'm prone to making changes and then forgetting about them. Let me know if you see anything weird in the current version of the mod. Thanks!
bReakSlow May 28, 2014 @ 7:08pm 
Absolutely amazing idea, I'm blown away by this one. As others have said, the only thing I would change is to remove/remodel the skin. The "snow storm" looking background can get VERY confusing when attempting to dodge the bullets. My mind can't help but assume the background is part of the bullet curtain coming at me. If there was a "clean" skin, this would be 100%
Alpha MaysJedi Jan 8, 2014 @ 9:52pm 
Like very much. i think it needs a better background imo.
PapaKumo Dec 31, 2013 @ 6:30pm 
Would appreciate a hard mode, with even moar bullets.
8bit shadow Dec 29, 2013 @ 4:37am 
FRKN AWSM! never would have thought of a bullet hell shooter in audiosurf!
Momo Dec 10, 2013 @ 3:09pm 
Would like to try the mod, but when I load a song using either of the skins, I can see my ship and hear the music but I don't see anything else. Just black, but I do get hit with bullets. Any help in getting this to work?
I before A except after K Dec 4, 2013 @ 7:22pm 
Load up a Touhou song with this mode:
Yo dawg, I heard you like bullet hell, so we put bullet hell in your bullet hell so you can dodge while you dodge.

Also, just so you know, right now the score doesn't seem to stop increasing when you're hit, even though it says it should.
dexadrinn Nov 24, 2013 @ 9:49am 
I request different skins or a flat-coloured background. It gets too hard to see the onslaught of bullets coming at you during harder songs. Otherwise, REALLY fun mod. Keep up the good work!
Erin 'Marty' Freeman Nov 21, 2013 @ 12:57am 
This mod is absolutely fucking astonishing. I suggest making more skins as well...Maybe a rainbow skin, and some blending color skins, or even some colors that make the other color pop? Either way, this is amazing. Everyone should try it out. :healthvial:
Rip Steakface Nov 9, 2013 @ 3:41am 
Is it possible to get some alternate skins for this mod? I friggin' love the mode, but the default skin isn't that great. My preferred skin for other game modes in Audiosurf 2 is Mainsequence - how hard would it be to port Mainsequence over to this?
Deadman Nov 7, 2013 @ 1:34pm 
I do think this mod is potentially great but is let down a bit by the background
Kaight Nov 6, 2013 @ 6:59pm 
You could try adding asteroids. It may not work quite as well but it will fit the atmoshpere better. http://steamcommunity.com/sharedfiles/filedetails/?id=184265374&searchtext=shooter
Try that for some, it was based off of your mod in the first place.
HyperGeek  [author] Nov 6, 2013 @ 6:34pm 
Because I was too lazy to remove them!

Nah, it really just comes down to personal preference. I kind of like having some static scenery in there to help give the impression of movement, and the skyscrapers were already there and do the job. Would something else work just as well and fit the feel of the mod a bit better? Probably, but I'm awful at 3D modeling and I've just never taken the time to go dig something else up I could drop in instead.
Kaight Nov 6, 2013 @ 1:28pm 
Hey, Hyper. I was just wondering, why are there still skyscrapers in here? They sort of just get in the way and all you need to do is delete a line of code. It would be nice if they were replaced with something that fit the atmosphere better too. I know that that isn't top priority since it hasn't been done yet but random skyscrapers in space don't exactly seem very reasonable.
HyperGeek  [author] Nov 2, 2013 @ 9:43pm 
I agree, the scoring system needs a pretty serious rework. The current one was sort of an afterthought, and it shows. That said, your end score should be lower if you get hit, unless I managed to break it somewhere along the line. There's some lag on the scoreboard animation that covers it, but your score doesn't increase during your invincibility period, so each time you're hit, your final score effectively drops a bit. It's kind of hard to notice unless you know it's there, though.
Deadman Nov 2, 2013 @ 5:04pm 
Another note if I may that I feel would improve this. There seems to be no penalty for hitting bullets (or if there is a split second pause when you hit a bullet, it's hardly noticeable and doesn't impacts the gameplay hardly at all). Why don't you have it so the players score is deducted 100 points for every bullet that is hit? If I hit 1 bullet, 15 or 50 bullets, there doesn't seem to be any difference to my score.
Pootinany Nov 2, 2013 @ 9:19am 
I subscribed to the mod before the last update, and I thought it was an ok game mode. ever since the update yesterday though, it is so much better and i absolutely love the mode now. some songs arent very fitting, but there are a lot of songs that go perfectly to this game mode. I also love how since the update the bullets get more intense along with the music. Great mod, I can't wait to see it improve in the future if you continue with it :happymeat:
Deadman Nov 1, 2013 @ 11:40am 
It has potential but I agree with others, I don't think it fits well enough to the music. If you could speed up and slow down the bullets to suit the music, it would be so much better. Could you do this?
Neverender Nov 1, 2013 @ 3:06am 
Great fun, may just not be playing the right songs, but doesn't seem crazy enough most of the time and that's my only criticism.
SRandom Oct 30, 2013 @ 8:00pm 
Охуенный режим !
pit Oct 29, 2013 @ 10:37am 
This is amazing!
There's a little bug though, after you play this, and then go back to something like Mono Turbo, the camera will be stationary, it will not move with your ship left and right.
Also the sensitivity after that seems to be much higher.

Restarting seems to be the only fix for that.
Kyurichu* Oct 28, 2013 @ 12:50pm 
I love it, thanks for this awesome Mod! :ftlslug:
mimizukari Oct 28, 2013 @ 12:44pm 
Now that the memory leak is fixed; once again, It's amazing, on hard songs it's crazy, I can't wait to see the future of this mod!
Mr.Storm Oct 27, 2013 @ 7:08pm 
THIS IS AWSOME!! WITH ALL CAAPS
HyperGeek  [author] Oct 27, 2013 @ 2:31pm 
Ok, ladies and gents, new update, not terribly much visible , but a lot going on under the hood. Those of you feeling adventurous might pop the mod's script file open...

Anyways, this update does add a new skin for those of you who wanted the thrusters taken off the ship, as well as adding in the video provided by Dylan. Thanks again for that!

Perhaps more importantly, I've added a video up there in the gallery. They're all (ok, all but one) tweaks to the shot generation mechanics that affect different things in different ways. The top right is what I think I like best, but I'm open to input. Have a look, see what each of those variations does well, and let me know what you think. I really want to release a proper shot generation update, but I'm terrified that anything I change makes the mod too frantic or twitchy on the orange and red parts.
Macierzanka Oct 27, 2013 @ 1:53pm 
Very good idea, but it would be cool if the existing Bubbles would also become slower and faster when the music speeds up/slows down. Right now its a fun game, but rarely fits to the music played
Ex Nihilo Oct 27, 2013 @ 6:25am 
THIS IS A PURE FUN MODE I RECOMMEND THIS TO ANYONE WHO OWNS AUDIOSURF 2
Dylan  [developer] Oct 27, 2013 @ 12:13am 
Hey! Give that rage mode back! Looks like the leak is probably on my side. working on it :)
Tender Kisses Oct 26, 2013 @ 10:02pm 
I'm loving it from what I've played so far. I suggest adding a button to let you see your hitbox and a notification sound for when you get hit.
HyperGeek  [author] Oct 26, 2013 @ 5:46pm 
Rage mode engaged. I have no good news on the memory leak, I'm afraid. I wound up redoing a fair bit of the bullet code so every shot is created as part of level generation and stored in a table. All of the other tables in the mod that used to contain references or copies of existing bullets now just contain indexes into the bullet table. Bullets are never even loaded into local variables anymore; they are always handled as references into the bullet table.

If anything, I think it's burning memory faster now. So, shelfing that version for the moment, rolling back to my most recent backup, and I'll have to ask all of you having memory crash issues to accept my apologies. I haven't given up, but I'm really not sure what to do at this point...
Zaximus Oct 26, 2013 @ 11:55am 
Good idea, right now I am having problems with the game slightly lagging whenever I get hit. Also I would recommend lowering the amount of points you get (scaling it down) per second, and make getting hit more punishing. Also the slow parts dont seem to scale right with the fast parts (at least i didn't notice). So you earn the same amount of points per second in the slow parts when nothing is happening as you do in the really hard parts. I think making the slow parts more difficult or lowering point intake there as well would be a good idea. Sitting there doing nothing in slow parts is quite boring. Overall: Good :B1:
HyperGeek  [author] Oct 26, 2013 @ 8:03am 
Dylan: Holy cats! Thanks for the plug, and thanks for the video! I'm definitely putting that in the next update.

Qupva: Expect an update with tweaked bullet mechanics sometime in the next few days that should help with the speed thing. It's basically done now, I'm just giving it a thorough test run to make sure it still feels..."right," if that makes any sense. It's not as drastic as I was planning to make this update, but it should reduce the chance of getting pegged with a lightning speed bullet out of a slow part of the song.

Fizar, Bugger, et al.: Reviewing the code and trying to clean up unused variables, reduce the number of tables and copies of objects, etc. is today's project. Hopefully, some or all of that will help reduce memory usage. We'll see how it goes.
Pivot Oct 26, 2013 @ 6:25am 
I've been waiting for a bullet hell mod forever!
BUGGER Oct 26, 2013 @ 1:21am 
Same as #Fixar: after 2/3 of any song it says "not enough memory" and i can´t move anymore (16 GB RAM)
Fix please!
Qupva Oct 25, 2013 @ 6:40pm 
Love the gamemode, but have something to "complain" about.

The most annoying thing about this gamemode is that you suddently sends in some superfast bullets during a slow part og a song. This could be fixed by eather lowering the maximum bulletspeed or increesing the minimum bulletspeed.

Also, colours. This gamemode could be dratically improved by adding colours that fits the different parts of the songs, like in mono.

Other than that I really don't see many problems with it, and this gamemode is so far my favorite gamemode.
Kaight Oct 25, 2013 @ 5:55pm 
Just wondering if you would be able to use the wakes as a visualizer sort of thing at the sides of the screen like it AS1. I was playing your mod and it seemed like it just needed a little bit more color.
mimizukari Oct 25, 2013 @ 2:35pm 
it's an awesome concept, but there is definitely some sort of memory leak that ends up crashing the game after a while, and i have 8gb ram.
mimizukari Oct 25, 2013 @ 2:28pm 
AMAZING!
Humalien Oct 25, 2013 @ 12:51pm 
Nicely done.
Dylan  [developer] Oct 25, 2013 @ 12:15pm 
Great Mod! I made a preview video [dl.dropboxusercontent.com] for it that you're welcome to use.
HyperGeek  [author] Oct 24, 2013 @ 4:43pm 
Oh man, do I feel a Star Fox mod coming?

The bullets not really matching the song is something that bugs me, too, which is why I'm in the process of updating the spawn code to see if I can't improve that. Track intensity just got added as a property that mods can read, so that should help me match to that more directly, but I also want to adjust how size and whether a given shot will be a spread or a single are determined. Having more intense shots be more likely to come from the front is something I hadn't considered, though...might have to try that and see how it feels. Thanks!

And yeah, I think there's at least one other point in the code where I go to the trouble of building a new variable for some shot property, calculate it all out, and then completely forget to actually use it. Tripped over those when I was looking back through the code last night... It's sort of hilarious in a vaguely depressing way. I appreciate the heads up regardless.
Mr. Pink Oct 24, 2013 @ 2:16pm 
Some other things learned from observing your code:
Have you tried slightly tilting the camera or having the far-away cam slightly tilted so that it looks different when your going fast.

In spawnShot you seem to be confusing shot.size and the local variable size.