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The only way I can see us being able to adjust cubes is if you adjust the song tempo at the same time, which isn't great and can be already done. Otherwise cube placement would have to be automated and detect things like auto patterns to swap between (place a cube to all beats, fastest beat, background beat etc).
Like Brian said, some people include different difficulties that can adjust speed, or how many cubes appear.
Still, since every song is different, I think it would be difficult to set cubes to a base amount and have every song sync up well to this.
What I want is to set the incoming velocity of the cubes to a constant value for all the songs, leaving the songs and the cubes themselves at the same timings related to the song where they were (so that the cubes arrive at the same times as before) but fly with a fixed velocity of, let's say, 10 m/s and basically spawn at a different time than originally intended - or spawn at a different distance, if that is at all possible.
(The same as a C-speed setting in Stepmania, basically)
Actually I'm trying to wrap my head around this, especially since I haven't played Stepmania, but from what I can gather from CMOD, instead of the arrows appearing faster if the song is faster, you keep the scroll rate the same, but I suppose you would just have more arrows on screen at the same time?
So you would adjust the spawn rate of when cubes appear, as well as the velocity? If the speed of the cubes were static, the only way to play a faster song with the cubes being slower would be to bunch them up closer, and probably spawn them further away, and if it was a slow song you would spawn the cube closer to the player and increase its speed?
I think I'm understanding it, but I think it would break some songs if the cubes didn't have enough space to visually see what direction they were if the speed was changed. I could imagine it being kind of difficult as song mappers determine themselves the fade in/spawn distance, speed, and positioning (close to central vision, further spread out etc). I don't know if trying to unify all that into one system that can modify it would end up looking good, not sure. I've played a lot of songs that deliberately have stylistic positioning of cubes to match the song too, so I don't know how they would turn out.
It sounds possible with modding, but no one's done it yet as far as I know.
Yes, if the speed is slowed down too much and the cubes bunch together closer that would make them hard to read, so this mode is usually used if you want to have a constant high speed that would be as high as you can comfortably play. The benefit of this mode is that it makes the game easier to play as you always hit the cubes at the same positions with the same feeling no matter how fast or slow the song is - the flow is always the same. If the distance between cubes is lower, you hit them more frequently, if it is larger, you hit them less frequently, and the same distance always converts to same timings because the velocity is the same for any song so playing new songs with complicated tempo becomes much easier. Also, easier songs become more pleasant to play as you can get perfect timings without being confused by slowly moving notes you are not used to.
But indeed, it on the other hand decreases overall variety in the gameplay, so that is not the mode everyone would enjoy and it is really likely to break the stylistic things in the song, especially the beautiful custom walls (I guess they would just stretch/shrink if the speed is changed, but they will likely be distorted somehow).
(Also noticed that some info.dat files are not broken down into lines while 99% are which broke the lazily written autocorrection script :))) Will have to rewrite it properly this time :))
And I don't think BPM or NJS really effects your score, unless you mean that making the notes a more comfortable speed would be cheating... but if an advantage by comfortability is cheating, things like SaberTailor would have been shut down long ago