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License: Apache License 2.0
Play more games in single NoteSkin!
License: Apache License 2.0
Can be enabled in noteskin params (default off). Quantize holds/rolls/checkpoints based on note color.
For 5.3 OutFox users, get 5.0-final tag and put them into Appearance/NoteSkins/global directory.
You don't need to have duplicate per each gametype.
Adds FootCenter panel.
An Alpha V thing: boxing
I have some more color ideas after gray and orange:
Dark teal, dark brown, dark green, dark blue, white, black.
These are reserved for special quantization modes, or the random quantization mode (originally reserved for notes up to 1536th, but won't be implemented). White and black are fallback notes if a note has an unknown or invalid quantization. The other colors are reserved for flat or column colored modes.
We won't support lights gametype since lights is not a game.
@1033Forest said in #5:
Random: Random colors no matter what quantization each note has (example: 4th can be yellow, while another 4th can be pink). This will also randomly color mines too.
I don't know if random colorization can be implemented.
It is now possible to implement quantize multiplier to work on any noteskin, just add it in the mods menu of any theme.
I will start work once stepmania/stepmania#2051 is merged.
I think no additional graphic is needed for this.
@1033Forest said in #5:
3.9 quantization: Changes colors to 3.9 style, so:
4th=Red
8th=Blue
12th=Purple
16th=Yellow
24th=Pink
32nd=Orange
48th=Teal
64th=Green
96th=Light green
192nd=GrayFlat: Turns all notes gray, or any single color
Solo: 4ths orange, 8ths blue, triplets pink, others purple
ITG style: Changes colors to ITG. 4th=orange, 8th=blue, triplets purple, 16th=green, 32nd=yellow, 64th=teal.
DDR style: 4ths red, 8ths blue, 16ths yellow, everything else green.
If I can think of anything more I'll post here.
Here's Kyzentun's post.
http://zenius-i-vanisher.com/v5.2/thread?threadid=7864
I will consider port the noteskin after he finished new noteskin system.
Currently, "Addition" notes cannot be implemented in 5.1.
Removing graphic for those will save image size.
No black border, they are still white regardless if they are addition note or not.
There is Video of Octo mode from PS3 DDR.
https://www.youtube.com/watch?v=z5kZrNIEkqo
It can be implemented by using custom_x and already done as commented out code.
Then, I might add parameter for this.
I might add a "laser" for beat/popn/para and maybe gddm/gdgf/maniax.
Colorizations list so far:
Quantize
Column
Split
Alternate
Symmetric
Flat (customizable, makes everything a single color, choose between the 10 colors available)
Height of Hold/Roll/CPHold image can be halved and it may helps implement quantized hold #15.
OutFox recently added 360° mode to para
さて、どうしようか
追記:Issue, Pull Requestは日本語でも可とします。
@1033Forest said in #5:
Can quantized lift octagons be added too? Lift color can also be added
@1033Forest said in #5:
There is a new hold type being implemented soon called checkpoint hold (not implemented yet). For this one the graphic can be purple striped hold.
Checkpoint hold is a PIU style hold that works on any game type. What it does is, while held adds to combo as long as the hold is being held. It is blue in the zenbuquan noteskin.
Replace any references of "newskin" in the lua files with "noteskin".
This will make it compatible with the latest, 5.1 alpha 3. where the old noteskin system has been phased out completely. So the newskin calls are now deprecated.
These could be added:
Halve - Like quantize but "halves" the note colors, so:
4th - Red
8th - Red
12th - Green
16th - Blue
24th - Green
32nd - Yellow
48th - Purple
64th - Teal
192nd - Not affected
Random: Random colors no matter what quantization each note has (example: 4th can be yellow, while another 4th can be pink). This will also randomly color mines too.
And params to enable/disable quantized mines
This noteskin currently relies on GAMESTATE:GetCurrentGame():GetName()
but that should be changed when OutFox adds session mode (between GDDM/GDGF, GH/RB).
Gem and HOPO are 2 new note types in guitar hero mode being implemented soon.
Gem: Normal tap note in Guitar Hero (works on any gametype and not just guitar) (has a shiny look)
HOPO: Hammer on/pull off note (has a brighter/shiny look)
Notes for guitar mode: Fret1, Fret2, Fret3, Fret4, Fret5, Strum
Column colors: Green, red, yellow, blue, orange (in that order). Strums purple.
These do not need to be made yet, but later on when 5.1 gets a final release and I start production of 5.1+.
New arrow types: Shock arrows, hidden arrows, potions (once I think of more I will say them here)
Color the reserved arrows, to support quantizations up to 1536th (5.1+ only)
Keep this issue open until 5.1+ gets released.
I will consider to implement receptor warning like 5.1-default if someone wants.
@1033Forest said in #5:
I am thinking of more quantizations based on speed mod.
Halved noteskin, makes it look like you are playing at double BPM.
Thirdsed: Regular quantizations, but removes triplet colors (12th=red, 24th=blue, 48th=yellow). This will make it look like playing at 3x BPM.
Quartered: 4th-16th red, 24th and 48th green, 32nd blue, 64th yellow. Looks like playing at 4x BPM.
A new upcoming hold type. For this, it can be a golden yellow hold with dots on it.
Kinda like this: https://camo.githubusercontent.com/a6e5b472c9715b92e9d74e9f503b8ebe4c228b09/687474703a2f2f7075752e73682f6e6d51764e2f373931306136316138302e706e67
Only for be-mu: dake-leftscrach will have scratch at left, dake-rightscratch will have scratch at right.
Note: Scratch on Controller 2 for doubles always be placed at right.
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