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In our opinion once you get comfortable with reading charts in the ADOFAI way, you can get very quick at drawing tracks that match the music, that's why we didn't prioritise realtime recording over adding new VFX and other convenience features. But we'll try it out sometime, thank you.
Spiral that flips the rest of the track is a good idea, and can be done easily, thanks for the suggestion. There are already ways to flip whole sections of the track (see help menu for shortcuts for that).
I'm a developer too, so I might give it a go myself at an editor.
I'll let you know if that ever comes to be. :)
Thanks for your reply.
BTW, I had a BLAST with chapter 9. Easily the best in the game. Loved the music.
ADOFAI is just timing-based, so it's much simpler to implement.
I will probably be taking a shot at it.
Now, I've been putting some more thought into it, and came up with these two things which seem simple enough to implement and would make for quite an intuitive way to make this stuff.
How about:
- Having an autoplay feature that just plays back the level automatically, clicking on each block or turn.
- Having an adjustment on each block that adjusts the delay of the following block, which would alter the angle of the road ahead.
I'll get to trying to create an editor right away and let you know.
Cheers.
Adjustment on a block by 15 degrees or so that also bends the rest of the track is a good idea, thanks!
I tried to start throwing some code into creating a realtime editor, but had a hard time finding a timer component with enough precision.
Will give it another go some time soon.
- Similarly to what I suggested for the spiral, modifying the angle in a tile should rotate the track from that point on. Otherwise it becomes impossible to go back to the beginning of a song and modify anything, without destroying everything we've done afterwards. 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. Also, for the same reason, let's say your song starts with a straight horizontal line. You write it all, and then you will try to modify the beginning. 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.
- Help doesn't mention that mouse wheel = zoom
- 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 del deletes current/selected tile/s (kinda obvious but...)
- 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.
zoom behaviour is intended like that to standardise it, so level creators wont accidentally be editing a level with zoomed out zoom and not realise it.
help file omissions: thanks for the notice!
Now, that's another one that isn't mentioned in the help.
I see that it's not just deleting to the left, but more like straightening the track to the left.
Is that it?
Didn't really understand that.
Zoom level doesn't affect the output at all.
What harm could it possibly do?
There are VFX events in the level that can set the zoom, zoom in, zoom out etc automatically. This is a different zoom level than the player zoom, and the total zoom level = level zoom times player zoom. 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.
We have a discord community at discord.gg/rhythmdr with lots of experienced level makers who could help you for further questions, and a suggestions box you can leave suggestions in. Thanks!
Also if possible the ability to adjust playback speed during editing, as you can imagine, the difficulty of charting scales with the BPM in current state.
Furthermore, there's no tutorial for the editor at all so you feel kinda like a programmer tossed in a room full of screwdrivers, and the help bar doesn't mention all of the editors features...and no undo or redo buttons.(This one's especially frustrating as i've accidentally deleted tons of notes and couldn't just get them back)
The crux of this all is basically, that the editor is something very much in development still. We're only in the 3rd update of it now, we started working on it after the release of the game, and we still have loads more progress to go, including redos/undos and loads of accessibility features, a tutorial and so on.
It's also why we don't advertise the editor as a complete feature on our store page at all. It's a bonus free feature that our small team is developing in addition to the main game's new worlds. We would hide it in a beta branch but then a hundred people would ask questions specifically looking for it after seeing videos people uploaded.
It's kinda painful for us to see the development of an alpha-stage editor giving a more negative experience and leading to negative reviews, compared to if the editor wasn't there at all. I guess we could signal it more clearly that it's not a complete feature by any means yet. But undo/redo is a top priority for future editor updates (you can expect it by next month most probably). FWIW we do have features for adjusting playback speed (the 'pitch' field), they just aren't clearly signalled yet.
Thanks for noting your pain points and we hope you will have a better experience as we develop it more over the coming months!
I'm really agree with this!!
as a new player,I hope to listen the whole song before I can 100% finished it.why not autoplay the song, and players just need to catch the beats. if miss one, just decrease some HP.