Also, for the same reason, let's say your song starts with a straight horizontal line. 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. Otherwise it becomes impossible to go back to the beginning of a song and modify anything, without destroying everything we've done afterwards. Similarly to what I suggested for the spiral, modifying the angle in a tile should rotate the track from that point on. I know this is practically pointless since I haven't had any sort of luck with much simpler tweaks I've suggested for the game, but I just needed to get it off my chest. Otherwise you'd have to redo the whole thing!!!Īlso, what's with the one miss fail even in the editor? I asked for this to be changed in the game, but the editor too? Really? Then, entering a spiral (the one that inverts the direction of rotation) should automatically mirror the whole level from that point on. Point is, the whole thing should be seen as entering the timings for a bunch of beats, not drawing a squiggly line that magically matches them. If you don't wanna go the whole realtime thing, you could just draw the notes in a piano roll like editor. Having to eyeball all the angles is a nightmare. Now, to my surprise, what should have been the simplest level editor in the history of gaming turned out to be an impossible frustration.įirstly, defining a level for this game should just consist of a realtime scrolling line, "drawing" the level as the user taps on any key to the beat, as if they were playing. I even created an editor for StepMania myself, and created levels for GuitarHero and Beat Saber, so I'm not squeamish to the whole thing. I have created levels for many rhythm games before. I just finished the game (again), so I thought I'd give it a go at creating a custom level.
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