Rift of the NecroDancer

Rift of the NecroDancer

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editor question: setting song offset ms? also, starting countdown?
hi! im curious if there's any way to change the offset of the custom audio tracks when i import them. Many of the songs i wanna chart have random-length bits of silence at the start of them, making them desync from their bpm despite the bpm being. accurate.
sorry if im not describing this very well, but in my experience, the offset is usually fixed by plugging the ms offset into a field of some kind in the editor [ex. adofai, rhythm doctor editors both have this]
is there something similar in this editor that im just missing?
while im at it, how do i place monsters before bar 9. im so. confused as to why its like this. i assume its level preview but like. how do i. how do i make it shorter.
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Showing 1-6 of 6 comments
Barra Feb 6 @ 6:42pm 
I have many of the same questions as you and I was surprised how clunky the editor was when I spent some time today trying to figure it out but so many features would be such a bonus to its current state.

1. Allow the user to manually offset start position to the audio.
Choose where the first bpm marker comes in so we can avoid silence already in audio.
(also avoids all my rage in point 2 where I cannot be bothered to edit ms of silence in to fix offset)

2. Remove monster only being able to be placed at bar 9.
Introduce an automatic countdown/lead in time eg. default of 3-5 seconds depending on bpm maybe? This also avoids having to manually add 9 bars of bpm relevant silence to the audio to be able to place the first monster.

3. Approach rate of monsters be seperate to bpm. - I am guessing there is a method to do this without using double bpm or flames.

4. Option to lock play preview to scroll at all times, even when previewing the music.
Keep losing track of the play preview when scrolling at the same time. (Don't want to lock it on playfield)

5. Add a mirror monster hotkey - this is probably in the settings somewhere?

6. Add a mirror hotkey after selecting group of monsters. - also probably in options somewhere

7. Make monster previews way smaller or with an obvious center point to place on beats. Shift for more precise placement feels a bit off. I still end up placing monsters on the wrong divisor.
**edit** found NP+ and NP- buttons to increase and decrease view that is different to ctrl+scroll

I am guessing a lot of these points are already features and I'm struggling because of my lack of familiarity with the editor. I need to look through the settings again and read them more closely.
I am really excited to create some charts once I get the hang of things.
Last edited by Barra; Feb 6 @ 6:50pm
I see,, I didn't even think abt approach rate being separate from bpm.. that really would be nice. glad I'm not the only one looking for these features then;; it'll be nice once they're added, yeah
Arras Feb 8 @ 1:04am 
Originally posted by Barra:
3. Approach rate of monsters be seperate to bpm. - I am guessing there is a method to do this without using double bpm or flames.
How would this even work? The game shows a fixed number of tiles and monsters move one tile per beat. You can't make them move 1.3 tiles or whatever.
bump
CantRead Feb 13 @ 1:46pm 
Originally posted by Arras:
Originally posted by Barra:
3. Approach rate of monsters be seperate to bpm. - I am guessing there is a method to do this without using double bpm or flames.
How would this even work? The game shows a fixed number of tiles and monsters move one tile per beat. You can't make them move 1.3 tiles or whatever.
yeah no that'd be jank.
mby the ability to increase the approach rate by factors of like, x2 or x4 so that it still snaps to the grid properly, it just. is faster w/o making the bpm crazy high?
shrug
Originally posted by CantRead:
Originally posted by Arras:
How would this even work? The game shows a fixed number of tiles and monsters move one tile per beat. You can't make them move 1.3 tiles or whatever.
yeah no that'd be jank.
mby the ability to increase the approach rate by factors of like, x2 or x4 so that it still snaps to the grid properly, it just. is faster w/o making the bpm crazy high?
shrug
I just don't think that's really any different from just doubling the bpm, other than stopping the character portraits from spazzing out. If anything, I think that should be an in-game modifier, like Shopkeeper Mode. Call it Double-Speed Mode or something, and allow people to enable or disable it when they start a map.
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