Post #1 · Posted at 2014-08-31 02:43:53am 9.5 years ago
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.
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.
Post #2 · Posted at 2014-08-31 02:56:26am 9.5 years ago
Dreamland200 | |
---|---|
Member | |
1,353 Posts | |
Reg. 2011-06-28 | |
"choons" |
This seems really good so far, I hope it turns out wonderful, I bid you good luck.
Post #3 · Posted at 2014-08-31 03:31:40am 9.5 years ago
Rodrigo2552 | |
---|---|
Member | |
70 Posts | |
Reg. 2011-12-18 | |
congratulations, your work is getting lovely, I definitely will use this theme for a long time
Post #4 · Posted at 2014-08-31 05:08:57am 9.5 years ago
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;
};
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 9.5 years ago
midnightclubx | |
---|---|
Member | |
1,080 Posts | |
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 9.5 years ago
riskofsoundingnerdy | |
---|---|
Member | |
140 Posts | |
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.
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.
Post #7 · Posted at 2014-09-02 04:18:35am 9.5 years ago
kenny | |
---|---|
Member | |
572 Posts | |
Reg. 2014-06-14 | |
dude this is awesome!! i would love to beta test this also! your ddr themes are amazing
Post #8 · Posted at 2014-09-02 05:04:54am 9.5 years ago
gene2008 | |
---|---|
Member | |
277 Posts | |
Reg. 2009-07-15 | |
It's amazing !, knew you could do it.
Post #9 · Posted at 2014-09-05 04:34:03am 9.5 years ago
Kyzentun | |
---|---|
Member | |
3,209 Posts | |
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.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.
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"
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.
Post #10 · Posted at 2014-09-05 06:08:32am 9.5 years ago
riskofsoundingnerdy | |
---|---|
Member | |
140 Posts | |
Reg. 2011-12-18 | |
"Yeah, nah." |
Thanks Kyzentun, I was already using CodeMessageCommand but I didn't think of using player numbers.
Post #11 · Posted at 2014-09-05 10:41:58am 9.5 years ago
Kyzentun | |
---|---|
Member | |
3,209 Posts | |
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.
Post #12 · Posted at 2014-09-06 02:30:35am 9.5 years ago
Towlesy27 | |
---|---|
Member | |
232 Posts | |
Reg. 2014-07-31 | |
oh actually cannot wait this looks gorgeous <3
Post #13 · Posted at 2014-09-07 12:23:29am 9.5 years ago
OMG. I WANT THIS. NOW.
Post #14 · Posted at 2014-09-07 05:48:54pm 9.5 years ago
Towlesy27 | |
---|---|
Member | |
232 Posts | |
Reg. 2014-07-31 | |
anyone have the evaluation screen music for ddr 2014? cant find anyone who does
Post #15 · Posted at 2014-09-07 11:17:39pm 9.5 years ago
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.
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.
Post #16 · Posted at 2014-09-16 10:34:54am 9.5 years ago
riskofsoundingnerdy | |
---|---|
Member | |
140 Posts | |
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.
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.
Post #17 · Posted at 2014-09-16 10:26:30pm 9.5 years ago
Towlesy27 | |
---|---|
Member | |
232 Posts | |
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
- 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
Post #18 · Posted at 2014-09-16 11:16:12pm 9.5 years ago
riskofsoundingnerdy | |
---|---|
Member | |
140 Posts | |
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
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
Post #19 · Posted at 2014-09-16 11:29:14pm 9.5 years ago
gene2008 | |
---|---|
Member | |
277 Posts | |
Reg. 2009-07-15 | |
Great!!
Post #20 · Posted at 2014-09-17 01:04:40am 9.5 years ago
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!
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!