Page 6 of 7

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

Posted: Thu May 19, 2016 12:33 am
by pgimeno
I've seen no special stuttering. Does it freeze your mouse too when it stutters? If so, it may be a graphics card issue.

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

Posted: Thu May 19, 2016 12:47 am
by Sulunia
It does ingame, not in Windows though.
It looks almost exactly as if you were running a game with low VRAM. Except im sure that is not the case.
But i'm ready to say it's the computer's fault.

@edit
Fixed. Turns out timer interpolation wasn't working AT ALL for this whole time. Pushed out a hotfix for this issue. It's in the main post. :brows:

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

Posted: Tue Jun 07, 2016 1:49 pm
by Sulunia
New version of beatfever is in the OP.
The main menu theme is STILL not freakin' ready as you should have guessed.
But now the game looks more appealing to the eye, and the fix to the autplay allows me to better evaluate ingame modifications.
Here's a gif for you guys to see how rad it looks now:
https://gfycat.com/ImaginativeQualifiedGalapagoshawk

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

Posted: Mon Sep 12, 2016 10:00 pm
by Sulunia
Just an update, since it's been a while:
Github version now features an Endgame Statscreen, so you can see your performance and then go back to song selection.
It might still be buggy though. Ill pack a .love and post it here later.
The main theme song is not finished. Mostly because i fear it died with my old notebook HDD. But the hope lives on. ;)

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

Posted: Mon Sep 26, 2016 7:54 am
by Linkpy
I just wonder : will you support other osu!'s gamemode or just the CTB ? :)

Edit: You may take a look at this : https://github.com/ppy/osu and this : https://github.com/ppy/osu-framework .

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

Posted: Wed Sep 28, 2016 2:15 pm
by Sulunia
Linkpy wrote:I just wonder : will you support other osu!'s gamemode or just the CTB ? :)
I suppose I could.. The only real change needed would be the ObjectParser, which is specific for CtB currently.
I probably won't be messing with this right now since i'm fiddling with some experimental optimizations (messing around with love.run gives me very good input latency but introduces graphical stuttering, for example.)
But it may be possible.

Also, osu! becoming open source? The dream is coming true then :crazy:

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

Posted: Sat Oct 01, 2016 9:15 am
by Linkpy
I wanted to "try" to port osu!lazer to Love2D and Moonscript. It can be a good experience.
And, what do you want to include in BeatFever Mania ?

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

Posted: Mon Oct 03, 2016 1:25 am
by Sulunia
Linkpy wrote:I wanted to "try" to port osu!lazer to Love2D and Moonscript. It can be a good experience.
And, what do you want to include in BeatFever Mania ?
Initially, complete base engine featuring local highscores and full gameplay implementation. I might soon start threadfying a bit of the more CPU intense stuff (such as loading) and possibly refactor the code so the osu! parser actually becomes a library for hotplugging into other projects.
Too bad I currently have absolutely zero free time to mess with BFM... So, for now, it's plans only.

Finally, another thing i'll soon experiment with is a Voez like game featuring osu's beatmaps for android. Not sure how that'll work out.

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

Posted: Mon Oct 03, 2016 5:20 pm
by Linkpy
Oh god, Voez sound so amazing ! If only I've got enough place on my tablet :c
It can be really intresting to have a Voez-like gamemode in osu! or your game.

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

Posted: Mon Oct 03, 2016 10:41 pm
by Sulunia
Linkpy wrote:Oh god, Voez sound so amazing ! If only I've got enough place on my tablet :c
It can be really intresting to have a Voez-like gamemode in osu! or your game.
I just wonder how do they manage to circumvent troubles in android, since input delay is (on most cases i've seen) abysmally high for such games and audio system (generally) sucks beyond belief. Basically everything you'd want for a rhythm game.. :ehem: