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Messages - {AP}

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151
Gaming Discussion / osu!
« on: May 25, 2010, 08:22:26 pm »
Another quality game topic by {AP}!

*Click the logo to go to the official site.

I just started playing osu! yesterday and I'm completely hooked. I hardly slept last night and had to run back to my dorm to get a few more games in between each class... it's that good.

osu!?
     osu! is a free rhythm game which is based on the Elite Beat Agents and Osu! Tatakae! Ouendan! games for the Nintendo DS. osu! is primarily played using a mouse to click 'beats' displayed on-screen in time with the music. This is analogous to tapping the beats on the Nintendo DS screen with a stylus. At the top of the screen, a health bar is present, which is constantly drained. If the player hits or clears a beat, the health meter at the top of the screen fills slightly. If he misses a beat, a large part of the meter is drained, and if it gets completely empty, he fails the song. There are three types of beats in the game: Hit circles, sliders and spinners. Every time the player hits a hit circle or an end circle, touch a slider tick, or clear a spinner, the combo is raised by 1. If he misses any of the above, the combo is reset back to 0. While trying to keep an authentic feel gameplay-wise, osu! has a wide range of online features, such as player rankings and replay exchange. Also available is a fully functional built-in editor allowing intuitive creation of your own beatmaps, and a quickly growing library of user-created content.

Example of Gameplay Yes. This is me playing.



Beginner Tips
Spoiler For Spoiler:
Input styles

Try Z/X if mouseclicking and alt clicking is too hard.(this would use both hands, one for mouse and one for Z/X)
If you have the money, see if you enjoy a tablet.
Mess with mouse/ingame sensitivity if you feel like your hand is getting exhausted or flying off the pad.(If your mouse is flying off the pad mouse acceleration can be a culprit.)
Use a solid color mousepad or a sheet of paper.(This only truly applies to cheaper mice)
Turn off mouse acceleration.(google it, even if you suck right when you turn it off it doesn't matter. it's like changing sensitivity, just get used to it.  It should only take a day at most.)
If your sensitivity is very low, and you refuse to go higher, you may just want to leave mouse acceleration on.

Spinners

Spin small if you spin slowly.
Spin small on harder maps during first playthroughs.
Spin large if you have a high dexterity.
Spin the direction that feels natural.
Smaller circles are more controllable.
Turn off mouse accel and see if you can spin faster/easier.  With mouse accel on I end up making small circles around the outside of the play area when I'm making perfect circles on my mousepad, it's all about the speed/distance garbage mouse acceleration is.

Repeating sliders

Hold until the moment you have to click the next beat, in case one lasts longer than you expect.
Unfortunately, having problems with Repeating Sliders usually boils down to memorizing the map since most don't follow the beat that well.

Jumps

If you're having issues with jumps, try experimenting with mouse acceleration off.
If you find jumps to be a big issue, try gradually increasing your mouse sensitivity.  This helps with keeping your wrist from getting into awkward positions by minimizing how much your hand actually moves.
Practice makes perfect.

IF YOUR MOUSE IS FALLING OFF THE MOUSEPAD

Either you have some unbearably low mouse sensitivity or it's mouse acceleration, if it bothers you a lot, turn off mouse acceleration.

Offsets
Fix your universal offset, done right you will probably notice a lot less 100s.
If you want to go for accuracy, get a timing ear for adjusting individual offsets to what you like.
Offset hotkeys are available ingame durings songs, just push - or + on your keyboard

Other
Play maps you can't beat, you'll get better faster.  Trust me.
Watch a replay before playing the map.(Autoplay works too, doesn't really matter this is just to prep you for some jumps or mapping errors)
Don't use crappy skins that have too many visual effects that can end up blinding you/cluttering your view.

Useful Links
Spoiler For Spoiler:

Omnimaga Players*
  • {AP}
    *If you start playing, post your profile URL and I'll add it to the list.


152
TI-BASIC / Re: What Displays Faster?
« on: May 24, 2010, 10:23:49 am »
Ah ok, gotcha, thanks.

Side Question:
I didn't want to make another topic since I just created this one so I'm just gonna ask another question here real fast. Is there any way to check what token is being displayed at a certain position on the homescreen, in BASIC?
Ex: Say "!" is being displayed at (3,5), is there any way to check that position and see what is there? (In this case a "!.")
I thought I remembered seeing a way how to do it somewhere but I can't remember to save my life right now where, or even if, I saw it.

Well, it's not exactly 'checking the position on the homescreen' it's 'checking a matrix or string' depending on which way you choose to store the map. I personally prefer matrices since they're easier but they will take up more space than strings. (and might be slower too... I forget)

But yeah, depending on how you handle maps, there's different methods for checking what's at what position on the screen.

153
TI Z80 / Re: Portal Y the next generation
« on: May 19, 2010, 10:37:13 pm »
Well, a version of it was finished. =P
The game can be played without the AI just fine.

But yeah, I guess that means that Escheron will be the first huge team project done in a long time. Regardless, I still say that we should definitely start a new team project with an even bigger team than just 2 people. I'm kinda tired of doing everything alone. It was great being able to rely on someone for part of the work. ^^

154
TI Z80 / Re: Portal Y the next generation
« on: May 19, 2010, 10:24:46 pm »
Also if it's a team project, I think the source/files should be put somewhere all members can access, and backed up elsewhere in case a member went nuts or stole everything. I say this because in the 9 years I've been doing calc stuff (almost), I saw many team projects die because one member vanished completly, taking his portion of the code (or files) with him and the team member and his work was irreplaceable. Also each team members needs to agree on the project goals. Else it ends up in an endless debate. This is why nowadays you barely see any team project anymore in the TI community.

Hm... does that mean that the Hnefatafl game was the first team project in a long time to make a release? =P

Honestly, I'd love to see more team projects and be a part of them and I'm sure we could work things out between the members here. Several of us have been around for a LONG time and aren't planning on disappearing anytime soon. =)

155
General Discussion / Re: How Do You Create Music?
« on: May 16, 2010, 07:47:19 pm »
Well, back in the day, I played a cello for a couple years. In that course, I did have some music theory, but I never refined it. When I do make make music now (which is rare) I start by sitting at my (musical) keyboard and playing around with it. If I like how a melody sounds, I'll build off it and create a song around that. It's probably not the best way to do it... but it's about all I got.

If I spent more time to learn the software I use, I'd probably be making more, and much better, music... but as it stands, I just don't have the time anymore and, quite frankly, I enjoy coding much more anyway.

156
Music Showcase / Re: Quest For The Legendary Axe (power metal song)
« on: May 05, 2010, 04:55:55 pm »
I demand someone make a simfile (Stepmania) for this. This song would be fun as hell to play.
(Omni has already heard everything else I have to say about this song. ;P)

157
Art / Re: Hay Bale Pixel Art
« on: April 25, 2010, 04:59:50 pm »
Oh, and for anyone wondering... there is literally OVER 9000 hay bales there! =D
(9214, I'm pretty sure. He didn't use 2 spots available)

158
Art / Re: Hay Bale Pixel Art
« on: April 25, 2010, 04:54:34 pm »
My thoughts exactly. xP

Even worse, now he has to go in and sell them one at a time to even be able to play the game anymore. =D

159
Art / Re: Hay Bale Pixel Art
« on: April 25, 2010, 04:41:24 pm »
Well, if they were all color (not yellow) it'd be exactly 1,152,000 coins for that.
I'd say with the amount of yellow ones, though... it's about 1,145,000. I'm just guessing though.

160
Art / Re: Hay Bale Pixel Art
« on: April 25, 2010, 04:05:57 pm »
I was browsing the Farmville forums for fun and found this:

That's just epic. xD

161
Art / Re: Hay Bale Pixel Art
« on: April 24, 2010, 11:26:54 pm »
It would've been faster, but a lot of the time was grabbing the hay from the old design and moving it to place on the new one, then selling the remaining hay bales that I didn't use... then halfway through I found out that I was a pixel off on two different sides that made the entire design screwed up so I had to move everything down a bit one at a time... >.<

(Note: Farmville handles everything one item at a time so moving, adding, selling... all have to do that one piece at a time and and there's exactly 1746 haybales there... x.x)

162
Art / Re: Hay Bale Pixel Art
« on: April 24, 2010, 11:20:16 pm »
Hm... well, just placing... about 5 hours on just the hay bales used for the dogs. That doesn't include all the time it took to get the money and farm size upgrades though. Plus there was about an hour or so for just designing it in Photoshop first.
Technically, if we count EVERYTHING, this took about 2 months. xP

Regardless, it took WAY too much time and I don't plan on a new design for a LONG time.
So, I hope you guys enjoy this one a lot. ^^;

163
Art / Re: Hay Bale Pixel Art
« on: April 24, 2010, 10:20:33 pm »
Finished the new design. At least... the hay bale part. The rest is chaotic. (posted it on first post too)



Yeah... this took awhile... =P

164
Humour and Jokes / Re: Hell's Newest Knight
« on: April 24, 2010, 12:19:29 pm »
When you go in someone's profile, if you click ban this user, do you see his IP/email/hostname?

Ah, yep. You can see it then. It's just not anywhere else.

165
Humour and Jokes / Re: Hell's Newest Knight
« on: April 24, 2010, 10:31:24 am »
mapar's right.
Staff can't see IPs.

I never noticed that before. It just says 'logged' where the IP should be.

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