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[SM5 THEME WIP] DDR 2014 ~Beta 1.0 release

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Post #1 · Posted at 2014-08-31 02:43:53am 9.6 years ago

Offline riskofsoundingnerdy
riskofsoundingnerdy Avatar Member
140 Posts
Australia
Reg. 2011-12-18

"Yeah, nah."

Last updated: 2014-12-25 10:27am
Hey everyone, this is the Beta 1.1 version of the DDR 2014 theme for Stepmania5 beta4.

Coding/audio: Risk
Graphics: pkwp


Previews:
16:9


4:3


Coming in the next update: (updates will come every time a new set of graphics is done)
- Revamps for ScreenGameplay and ScreenSelectStyle/Mode

Coming Soon:
- eAmuse(ish) system. I have the ideas, just not the know-how.
- Cut-ins. It's not 100% necessary but it'll be there...eventually.
- Target score, should I ever figure out how to do it.

Download Now hosted on GitHub
Theme
https://github.com/riskofsoundingnerdy/DDR-2014 (16:9)
https://github.com/riskofsoundingnerdy/DDR-2014-AC-Cab-ready- (4:3)
Make sure to read READMEs (codes have changed)
BG Videos (from DDR NG)
https://mega.co.nz/#!vNkh3QAZ!MuANYuClIcuIHv8MHA7gYPKMFebRzr7HRtVYSkicM9A (2.41gb)
http://www.mediafire.com/download/t5byku4v36kdsc8/Random+BG+support.zip (652b)
Download the first (2.41gb) if you don't already have the random movies from DDR NG and then download the second (652b) so that it works with this theme.
Noteskin patch
http://www.mediafire.com/download/bze7swia1wzl7l3/default.zip
Just replace Noteskins\dance\default with the folder and you'll have marvelous stars

Cheers everyone who offered their own audio/video files, the theme is now much smaller.
A massive thanks to dbk2 who helped out with the errors and suggested version control.

Progress is slow but steady. Feel free to do your own modifying to the theme.
If anyone would like to contribute be it graphics, music or coding please let me know.
Commissions for music and cover art are now open ✨
Heck, I'll even do simfiles if you want.

Post #2 · Posted at 2014-08-31 02:56:26am 9.6 years ago

Offline Dreamland200
Dreamland200 Avatar Member
1,353 Posts
United States
Reg. 2011-06-28

"choons"
This seems really good so far, I hope it turns out wonderful, I bid you good luck. Smile
~Now known as tykoneko~
http://i.imgur.com/zjST8gm.png

Post #3 · Posted at 2014-08-31 03:31:40am 9.6 years ago

Offline Rodrigo2552
Rodrigo2552 Avatar Member
70 Posts
Brazil
Reg. 2011-12-18

congratulations, your work is getting lovely, I definitely will use this theme for a long time Wink
Forever SONE and 소녀 시대 Lover... Blushing

HeavyChallenge At the time ~

http://www.konami.jp/bemani/ddr/jp/am/sn2/special/artist/images/plut_th.jpg

Post #4 · Posted at 2014-08-31 05:08:57am 9.6 years ago

Offline dbk2
dbk2 Avatar Member
332 Posts
Not Set
Reg. 2012-04-30


Last updated: 2014-08-31 05:10am
Quote: riskofsoundingnerdy

Quote
LoadFont("Common Normal")..{
InitCommand=cmd(x,-100;zoom,0.5;y,-145;draworder,2;diffuse,color("#000000");strokecolor,color("Outline"));
OnCommand=cmd(zoom,1);
SetMessageCommand=function(self,params)
local song = params.Song
if song then
local steps = SongUtil.GetPlayableSteps( song )
for i,step in ipairs(steps) do
local child = ( step:GetDifficulty() )
self:settext( step:GetMeter() )
end;
end;
end;
};

What you're doing above is getting all the playable steps (charts) as a table called steps. You then loop through that table and set the BitmapText's actor to each difficulty along the way, finally stopping at the last (hardest) difficulty. So, if a song had steps for which the meters were 3,5,7,9,12, your Bitmaptext actor would be progressively set to 3, then 5, then, 7, then 9, and finally 12.

So, there's no need to loop through all available steps. What file are you attempting to do this in? I can't tell, and don't know, offhand, where you're getting a "Song" parameter passed into a SetMessageCommand.

Regarding the 1,2,3 keys: how will players that don't use keyboards access those features? Think of a player on a home pad.

Post #5 · Posted at 2014-08-31 05:35:35am 9.6 years ago

Offline midnightclubx
midnightclubx Avatar Member
1,082 Posts
United States
Reg. 2014-06-06

Already looking slick so far. Hopefully it won't take too long to see it in action. : )

Post #6 · Posted at 2014-08-31 05:37:12am 9.6 years ago

Offline riskofsoundingnerdy
riskofsoundingnerdy Avatar Member
140 Posts
Australia
Reg. 2011-12-18

"Yeah, nah."
That set of code is in MusicWheelItem Song NormalPart/default.lua. I'm aware that SongUtil.GetPlayableSteps() gets all difficulties but I'm not sure what to use to only set the meter for the current difficulty.

As for the 1,2,3 keys, I'm only using it at the moment as a foundation so I get all the codes working. When everything is working I'll change things like that around to accommodate for as many people as possible. I was just wondering if it was possible to use keys in the code detector that aren't mapped in Stepmania.
Commissions for music and cover art are now open ✨
Heck, I'll even do simfiles if you want.

Post #7 · Posted at 2014-09-02 04:18:35am 9.6 years ago

Offline kenny
kenny Avatar Member
572 Posts
United States
Reg. 2014-06-14

dude this is awesome!! i would love to beta test this also! your ddr themes are amazing Big Grin

Post #8 · Posted at 2014-09-02 05:04:54am 9.6 years ago

Offline gene2008
gene2008 Avatar Member
277 Posts
Mexico
Reg. 2009-07-15

Game Center Nickname: Jess2008albarn
It's amazing !, knew you could do it.

Post #9 · Posted at 2014-09-05 04:34:03am 9.6 years ago

Offline Kyzentun
Kyzentun Avatar Member
3,209 Posts
United States
Reg. 2008-02-20

"I'm honestly pissed off."
Quote: riskofsoundingnerdy
That set of code is in MusicWheelItem Song NormalPart/default.lua. I'm aware that SongUtil.GetPlayableSteps() gets all difficulties but I'm not sure what to use to only set the meter for the current difficulty.

As for the 1,2,3 keys, I'm only using it at the moment as a foundation so I get all the codes working. When everything is working I'll change things like that around to accommodate for as many people as possible. I was just wondering if it was possible to use keys in the code detector that aren't mapped in Stepmania.
It is not possible to use unmapped keys in the code detector system.
If you want to handle press, repeat, and release for individual keys, mapped and unmapped, look at the Screen:AddInputCallback function in Lua.xml. It provides all the information for every input event.
The downside of using an input callback is that it doesn't handle "codes" consisting of consecutive button presses for you.

Another note on the CodeDetector: You don't need to put your codes in the CodeDetector metrics that are shared across multiple screens. Each screen can have its own set of codes, so you're not stuck with the hardcoded names in the main CodeDetector.

Here's an example from Consensual's metrics, before I added the input callback feature and switched to using it for everything:
CodeNames="left,right,up,down,start,select,back,left_release,right_release,up_release,down_release,menu_left,menu_right,menu_up,menu_down,menu_left_release,menu_right_release,menu_up_release,menu_down_release"
Codeleft="Left"
Coderight="Right"
Codeup="Up"
Codedown="Down"
Codeleft_release="~Left"
Coderight_release="~Right"
Codeup_release="~Up"
Codedown_release="~Down"
Codemenu_left="MenuLeft"
Codemenu_right="MenuRight"
Codemenu_up="MenuUp"
Codemenu_down="MenuDown"
Codestart="Start"
Codeselect="Select"
Codeback="Back"
Codemenu_left_release="~MenuLeft"
Codemenu_right_release="~MenuRight"
Codemenu_up_release="~MenuUp"
Codemenu_down_release="~MenuDown"

Add something like that to the metrics for your screen, and add a "CodeMessageCommand" function to one of your actors, and you're set. Your CodeMessageCommand function will be passed two parameters: "self", and "param". "self" is of course the actor the function is part of. "param" is a table with two elements: "PlayerNumber", which is the PlayerNumber of the player that entered the code, and "Name", which is the name of the code that was entered.
So you've got something like this:

Def.Actor{
CodeMessageCommand= function(self, param)
local pn= param.PlayerNumber
local code_name= param.Name
-- do stuff to the player that entered the code
end
}


A general note on trying to do your own input handling: Think VERY CAREFULLY about the input you're accepting:
What setups it will work on (three-button cabinets, pads with no select button mapped, pads with no separate menu buttons).
What game types it will work on (every game type has different button names, and the list of names for every game type is rather long, though the pad game types have common names)
Whether someone will put in a pad code on accident, and whether two codes overlap and the wrong one triggers. (I hit the old pad code for drunk and watched other people hit it on accident so many times before I removed it from the metrics)
Whether your chosen input behavior contradicts deep-seated expectations of the user. (I'd have substantially simpler input code if I didn't have to support 3 different ways of entering the sort menu and 2 different ways of changing the difficulty)

Basically, if you're diving into input handling, you're in for a world of complexity and nobody else is going to recognize what it takes to make everything work just right. It's not for the faint of heart.
silenttype01: Kyzentun is never harsh. He says it how it is.

GENERATION 24: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Post #10 · Posted at 2014-09-05 06:08:32am 9.6 years ago

Offline riskofsoundingnerdy
riskofsoundingnerdy Avatar Member
140 Posts
Australia
Reg. 2011-12-18

"Yeah, nah."
Thanks Kyzentun, I was already using CodeMessageCommand but I didn't think of using player numbers.
Commissions for music and cover art are now open ✨
Heck, I'll even do simfiles if you want.

Post #11 · Posted at 2014-09-05 10:41:58am 9.6 years ago

Offline Kyzentun
Kyzentun Avatar Member
3,209 Posts
United States
Reg. 2008-02-20

"I'm honestly pissed off."
Oh, and don't let the user screw themselves. That's the other important aspect of input interface design.
silenttype01: Kyzentun is never harsh. He says it how it is.

GENERATION 24: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Post #12 · Posted at 2014-09-06 02:30:35am 9.6 years ago

Offline Towlesy27
Towlesy27 Avatar Member
232 Posts
Canada
Reg. 2014-07-31

oh actually cannot wait this looks gorgeous <3
DDR is awesome! (:

Post #13 · Posted at 2014-09-07 12:23:29am 9.6 years ago

Offline McPluto
McPluto Avatar Member
87 Posts
Netherlands
Reg. 2014-04-30


Last updated: 2014-09-07 12:24am
OMG. I WANT THIS. NOW.

Post #14 · Posted at 2014-09-07 05:48:54pm 9.6 years ago

Offline Towlesy27
Towlesy27 Avatar Member
232 Posts
Canada
Reg. 2014-07-31

anyone have the evaluation screen music for ddr 2014? cant find anyone who does
DDR is awesome! (:

Post #15 · Posted at 2014-09-07 11:17:39pm 9.6 years ago

Offline mf32892
mf32892 Avatar Member
858 Posts
United States
Reg. 2014-01-01

"hi"

Last updated: 2014-09-07 11:19pm
Is it possible to change how the Groove Radar works? (At the very least, make the maximum value 200 instead of 100).
If you need reference and plan to somehow change this, I know how the values are calculated; you can ask me to explain them to you.
But, I have no coding/theming experience, so...hopefully it can be figured out how to make it work like the actual game.

Check out my YouTube channel! (Playstyle DDR videos) : http://www.youtube.com/user/barrendon649?feature=watch

Post #16 · Posted at 2014-09-16 10:34:54am 9.6 years ago

Offline riskofsoundingnerdy
riskofsoundingnerdy Avatar Member
140 Posts
Australia
Reg. 2011-12-18

"Yeah, nah."
@Towlesy27 I haven't been able to find any either but I just whipped some up really quick for the time being

Also, ScreenSelectMusic codes for accessing panes are now:
"@MenuLeft-@MenuRight-Left" --difficulty
"@MenuLeft-@MenuRight-Up" --radar
"@MenuLeft-@MenuRight-Right" --scores
"@MenuLeft-@MenuRight-Down" --close panes
The player uses the dance pad, or keyboard, while holding left+right to navigate through the information panes. This is similar to the default musicwheel sort code in OpenITG.
Commissions for music and cover art are now open ✨
Heck, I'll even do simfiles if you want.

Post #17 · Posted at 2014-09-16 10:26:30pm 9.6 years ago

Offline Towlesy27
Towlesy27 Avatar Member
232 Posts
Canada
Reg. 2014-07-31

it still sounds good! very clean, beautiful looking theme. tbh I just noticed that you did the next generation theme too lol im kinda blind xD if this is anything like next generation, then I have lots of faith in this theme. heres my feedback based on the video so far:
- combo numbers look just a bit spaced too far apart
- is it possible to incorporate the pop up menu from ddr 2014 and ddr II like when you pick a song, a mini menu pops up for you to choose a difficulty? just one of my wants but dont let it influence the theme

other than that it looks just gorgeous. great job!

oh and I have about 25 more bg vids from ddr x2 and x3 arcade if you want a link to them
DDR is awesome! (:

Post #18 · Posted at 2014-09-16 11:16:12pm 9.6 years ago

Offline riskofsoundingnerdy
riskofsoundingnerdy Avatar Member
140 Posts
Australia
Reg. 2011-12-18

"Yeah, nah."
Yeah I noticed the combo numbers are too far apart, that's something I'll fix near the end before the release.
I've been playing around with a pop up difficulty menu but I'm not sure if I'll include it because it's not working so well at the moment.

Bg videos aren't important just yet. The theme still uses the coded random bg's stuff from Next Generation so I'll expand that out sometime soon.

Thanks for your feedback Smile
Commissions for music and cover art are now open ✨
Heck, I'll even do simfiles if you want.

Post #19 · Posted at 2014-09-16 11:29:14pm 9.6 years ago

Offline gene2008
gene2008 Avatar Member
277 Posts
Mexico
Reg. 2009-07-15

Game Center Nickname: Jess2008albarn
Great!!

Post #20 · Posted at 2014-09-17 01:04:40am 9.6 years ago

Offline Towlesy27
Towlesy27 Avatar Member
232 Posts
Canada
Reg. 2014-07-31


Last updated: 2014-09-17 01:09am
how long do you think it will be before this theme is released?

and for your ScreenSelect profile, I have another ddr 2013 theme that has the basics for it, just no groove radar, no password entry(that would be awesome to have), no rival etc.

It does include select dancer and input weight options which I like, and instead of enjoy lvl it just says enjoy num of songs you played.
i would post some screenshots but I dont know how to add pics to this post lol (noobie) but lemme know if youre interested!
DDR is awesome! (:
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