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[WIP] DDRA Theme

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Post #261 · Posted at 2016-09-17 07:45:01am 7.5 years ago

Offline daichiikamuzu
daichiikamuzu Avatar Member
38 Posts
Philippines
Reg. 2015-11-25

"I like trainskjcbqiefbqoicnoefi"
This theme is really coming together Big Grin Wish I could help, but I'm not really good with these kinds of things (like theme-ing and stuff)
ZIv Summer Competition 2017
https://zenius-i-vanisher.com/simfiles/Z-I-v%20Summer%20Contest%202017/%5BRock%20Out%5D%20-%20Kyouran%20Hey%20Kids%21%21/%5BRock%20Out%5D%20-%20Kyouran%20Hey%20Kids%21%21-jacket.pnghttps://zenius-i-vanisher.com/simfiles/Z-I-v%20Summer%20Contest%202017/%5BZIv%20Academy%20III%5D%20-%20Sayonara%20Planet%20Wars/%5BZIv%20Academy%20III%5D%20-%20Sayonara%20Planet%20Wars-jacket.pnghttps://zenius-i-vanisher.com/simfiles/Z-I-v%20Summer%20Contest%202017/%5B20th%20Century%20Boys%5D%20-%20MMMBop/%5B20th%20Century%20Boys%5D%20-%20MMMBop-jacket.png

Post #262 · Posted at 2016-09-17 02:35:47pm 7.5 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24

Quote: mf32892
To anyone who's helping: Is it possible to have the jacket stay on screen up until three measures before the notes start? Three measures (12 beats) before the first notes start scrolling, the jacket scrolls away and the "READY" message comes up. One measure later, the "HERE WE GO" message shows up. I really like that effect in DDR A.
I will implement that later, That was discussed with Marten those days Wink

Quote: daichiikamuzu
This theme is really coming together Big Grin Wish I could help, but I'm not really good with these kinds of things (like theme-ing and stuff)
Thanks, if someone wants to help, we need good lineouts of the missing things to make alignments, and timming sync. That's all.

-------------------------------------------------------

As some user have noticed, I'm getting help from other users (Marten, Inori, Flameboy) and the theme is going to be updated with more frequency.

Updates until now:
-Added custom scoring.
-Updated screen information.
-Added/Replaced BGM.
-Updated judgement graphics (Thanks to bloodsaw).

Some details in objects, that I will not detail here.

At this moment in repository the theme is updated with the previous list of changes, and Inorizushi is helping me with some graphics. We try to do our best efoort in the less time possible, but calm down and wait for the updates. Enjoy it!

Post #263 · Posted at 2016-09-17 03:35:32pm 7.5 years ago

Offline NicholasNRG
NicholasNRG Avatar Member
635 Posts
Puerto Rico
Reg. 2014-06-21

"Just Play Along"

Last updated: 2016-09-17 03:35pm
There is one minor thing that bothers me in the theme. In the options, I cannot find the option to use ScreenFilter. Could that be implemented in the future, or even better, have the Dark/Darker/Darkest options as an alternative? You'd need to compare the individual ScreenFilter numbers with, say, DDR X or X2 on PS2, to choose the appropriate amount for each option.

Post #264 · Posted at 2016-09-17 03:40:28pm 7.5 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24

The song options are still not implemented, the actual version of the theme has the fallback options, the values for the screen filter are 25%, 50% and 75% of opacity respectively.

Post #265 · Posted at 2016-09-17 09:32:20pm 7.5 years ago

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


Last updated: 2016-09-17 09:33pm
Quote
StepMania5.0.11 crash report (build 9c6858f, 20160331 @ 02:03:00)
--------------------------------------

Crash reason: Assertion '!sEffectFile.empty()' failed

Thread: Main thread
RageFileDriverDirectHelpers.cpp:230 C:/Users/kenne/Documents/DDR A/StepMania 5/Songs/StepMania 5/Goin' Under/*
RageFileDriverDirectHelpers.cpp:230 C:/Users/kenne/Documents/DDR A/StepMania 5/Songs/StepMania 5/*
RageFileDriverDirectHelpers.cpp:230 C:/Users/kenne/Documents/DDR A/StepMania 5/BackgroundEffects/*
RageFileDriverDirectHelpers.cpp:230 C:/Users/kenne/AppData/Roaming/StepMania 5/BackgroundEffects/*
Background.cpp:385 Assertion '!sEffectFile.empty()' failed
Thread: Decode thread
RageSoundDriver_Generic_Software.cpp:204 Processing the sound while buffers are available.
RageSoundDriver_Generic_Software.cpp:204 Processing the sound while buffers are available.
RageSoundDriver_Generic_Software.cpp:204 Processing the sound while buffers are available.
RageSoundDriver_Generic_Software.cpp:204 Processing the sound while buffers are available.
RageSoundDriver_Generic_Software.cpp:204 Processing the sound while buffers are available.
Thread: Mixer thread
Thread: Music thread
RageFileDriverDirectHelpers.cpp:230 C:/Users/kenne/Documents/DDR A/StepMania 5/Themes/DDRA-master/*
RageFileDriverDirectHelpers.cpp:230 C:/Users/kenne/Documents/DDR A/StepMania 5/Themes/DDRA-master/Sounds/*
RageFileDriverDirectHelpers.cpp:230 C:/Users/kenne/AppData/Roaming/StepMania 5/Themes/*
RageFileDriverDirectHelpers.cpp:230 C:/Users/kenne/AppData/Roaming/StepMania 5/Themes/DDRA-master/Sounds/*
RageFileDriverDirectHelpers.cpp:230 C:/Users/kenne/AppData/Roaming/StepMania 5/Themes/DDRA-master/*
Thread: Worker thread (MemoryCardWorker)
Thread: Worker thread (/@mc1int/)
Thread: Worker thread (/@mc2int/)
Thread: DirectInput thread
InputHandler_DirectInput.cpp:773
InputHandler_DirectInput.cpp:749
InputHandler_DirectInput.cpp:768
InputHandler_DirectInput.cpp:773
InputHandler_DirectInput.cpp:749
00473c0f: StepMania!00080000
0010eadd: StepMania!00080000
001e4121: StepMania!00080000
76f9dc2e: ntdll!RtlAllocateHeap [76f60000+3dc00+2e]
00479a0b: StepMania!00080000
001e6240: StepMania!00080000
73d5e23e: KERNELBASE!WaitForSingleObjectEx [73cb0000+ae190+ae]
76f9b598: ntdll!RtlFreeHeap [76f60000+3b260+338]
76f9dd20: ntdll!RtlAllocateHeap [76f60000+3dc00+120]
76f9b4a9: ntdll!RtlFreeHeap [76f60000+3b260+249]
00547bf8: StepMania!00080000
76f9b598: ntdll!RtlFreeHeap [76f60000+3b260+338]
0027afe1: StepMania!00080000
0027b02c: StepMania!00080000
76f9b4a9: ntdll!RtlFreeHeap [76f60000+3b260+249]
002dbcf2: StepMania!00080000
001e69a2: StepMania!00080000
001e69ee: StepMania!00080000
001568ad: StepMania!00080000
003cdd91: StepMania!00080000
73616c00: MSACM32!acmDriverClose [73610000+6bd0+30]
0017fd88: StepMania!00080000
003f9c70: StepMania!00080000
003f9c9e: StepMania!00080000
00463add: StepMania!00080000
0025dc10: StepMania!00080000
001b043e: StepMania!00080000
0022cfc2: StepMania!00080000
001b7139: StepMania!00080000
0039d56f: StepMania!00080000
001b043e: StepMania!00080000
76f9b598: ntdll!RtlFreeHeap [76f60000+3b260+338]
003fbd90: StepMania!00080000
00547bf8: StepMania!00080000
0014f6a5: StepMania!00080000
003973c8: StepMania!00080000
003973de: StepMania!00080000
00473473: StepMania!00080000
0018177e: StepMania!00080000
001385cf: StepMania!00080000
0010e37f: StepMania!00080000
00116045: StepMania!00080000
00548636: StepMania!00080000
76f9dd20: ntdll!RtlAllocateHeap [76f60000+3dc00+120]
00473aaa: StepMania!00080000
00473756: StepMania!00080000
0052b7b7: StepMania!00080000
76fc5dae: ntdll!RtlUnicodeStringToInteger [76f60000+65b90+21e]

Static log:
StepMania5.0.11
Compiled 20160331 @ 02:03:00 (build 9c6858f)
Log starting 2016-09-17 17:27:48
Loading window: win32
Windows 6.2 (Win8) build 9200 []
Memory: 2047mb total, 4095mb swap (4095mb swap avail)
Video driver: NVIDIA GeForce GTX 750 Ti [NVIDIA]
21.21.13.7270, 8-25-2016 [pci\ven_10de&dev_1380]
WARNING: RegOpenKeyEx(80000002,HARDWARE\DEVICEMAP\Scsi) error (The system cannot find the file specified.)
Sound device 0: Headset Earphone (Microsoft Lif, 1.0, MID 65535, PID 65535
Sound device 1: Realtek Digital Output (Realtek, 10.0, MID 1, PID 100
Sound device 2: Speakers (Realtek High Definiti, 10.0, MID 1, PID 100
Sound device 3: BBY LCD TV-0 (NVIDIA High Defin, 10.0, MID 1, PID 100
WaveOut software mixing at 44100 hz
Sound driver: WaveOut
Lights driver: SystemMessage
Lights driver: Export
Video renderers: 'opengl,d3d'
Mode: ICD 32 (888) 24 depth 64 accum
Paletted textures disabled: GL_EXT_paletted_texture missing.
OGL Vendor: NVIDIA Corporation
OGL Renderer: GeForce GTX 750 Ti/PCIe/SSE2
OGL Version: 4.5.0 NVIDIA 372.70
OGL Max texture size: 16384
OGL Texture units: 4
GLU Version: 1.2.2.0 Microsoft Corporation
OGL Extensions:
GL_AMD: multi_draw_indirect, seamless_cubemap_per_texture
GL_ARB: ES2_compatibility, ES3_1_compatibility, ES3_2_compatibility, ES3_compatibility, arrays_of_arrays,
base_instance, bindless_texture, blend_func_extended, buffer_storage, clear_buffer_object, clear_texture,
clip_control, color_buffer_float, compatibility, compressed_texture_pixel_storage, compute_shader,
compute_variable_group_size, conditional_render_inverted, conservative_depth, copy_buffer, copy_image,
cull_distance, debug_output, depth_buffer_float, depth_clamp, depth_texture, derivative_control,
direct_state_access, draw_buffers, draw_buffers_blend, draw_elements_base_vertex, draw_indirect,
draw_instanced, enhanced_layouts, explicit_attrib_location, explicit_uniform_location,
fragment_coord_conventions, fragment_layer_viewport, fragment_program, fragment_program_shadow,
fragment_shader, framebuffer_no_attachments, framebuffer_object, framebuffer_sRGB, geometry_shader4,
get_program_binary, get_texture_sub_image, gl_spirv, gpu_shader5, gpu_shader_fp64, gpu_shader_int64,
half_float_pixel, half_float_vertex, imaging, indirect_parameters, instanced_arrays, internalformat_query,
internalformat_query2, invalidate_subdata, map_buffer_alignment, map_buffer_range, multi_bind,
multi_draw_indirect, multisample, multitexture, occlusion_query, occlusion_query2, parallel_shader_compile,
pipeline_statistics_query, pixel_buffer_object, point_parameters, point_sprite, program_interface_query,
provoking_vertex, query_buffer_object, robust_buffer_access_behavior, robustness, sample_shading,
sampler_objects, seamless_cube_map, seamless_cubemap_per_texture, separate_shader_objects,
shader_atomic_counter_ops, shader_atomic_counters, shader_ballot, shader_bit_encoding, shader_clock,
shader_draw_parameters, shader_group_vote, shader_image_load_store, shader_image_size, shader_objects,
shader_precision, shader_storage_buffer_object, shader_subroutine, shader_texture_image_samples,
shader_texture_lod, shading_language_100, shading_language_420pack, shading_language_include,
shading_language_packing, shadow, sparse_buffer, sparse_texture, stencil_texturing, sync, tessellation_shader,
texture_barrier, texture_border_clamp, texture_buffer_object, texture_buffer_object_rgb32,
texture_buffer_range, texture_compression, texture_compression_bptc, texture_compression_rgtc,
texture_cube_map, texture_cube_map_array, texture_env_add, texture_env_combine, texture_env_crossbar,
texture_env_dot3, texture_float, texture_gather, texture_mirror_clamp_to_edge, texture_mirrored_repeat,
texture_multisample, texture_non_power_of_two, texture_query_levels, texture_query_lod, texture_rectangle,
texture_rg, texture_rgb10_a2ui, texture_stencil8, texture_storage, texture_storage_multisample,
texture_swizzle, texture_view, timer_query, transform_feedback2, transform_feedback3,
transform_feedback_instanced, transform_feedback_overflow_query, transpose_matrix, uniform_buffer_object,
vertex_array_bgra, vertex_array_object, vertex_attrib_64bit, vertex_attrib_binding, vertex_buffer_object,
vertex_program, vertex_shader, vertex_type_10f_11f_11f_rev, vertex_type_2_10_10_10_rev, viewport_array,
window_pos
GL_ATI: draw_buffers, texture_float, texture_mirror_once
GL_EXTX_framebuffer_mixed_formats
GL_EXT: Cg_shader, abgr, bgra, bindable_uniform, blend_color, blend_equation_separate, blend_func_separate,
blend_minmax, blend_subtract, compiled_vertex_array, depth_bounds_test, direct_state_access, draw_buffers2,
draw_instanced, draw_range_elements, fog_coord, framebuffer_blit, framebuffer_multisample,
framebuffer_multisample_blit_scaled, framebuffer_object, framebuffer_sRGB, geometry_shader4,
gpu_program_parameters, gpu_shader4, import_sync_object, multi_draw_arrays, packed_depth_stencil,
packed_float, packed_pixels, pixel_buffer_object, point_parameters, polygon_offset_clamp, provoking_vertex,
rescale_normal, secondary_color, separate_shader_objects, separate_specular_color,
shader_image_load_formatted, shader_image_load_store, shader_integer_mix, shadow_funcs, stencil_two_side,
stencil_wrap, texture3D, texture_array, texture_buffer_object, texture_compression_dxt1,
texture_compression_latc, texture_compression_rgtc, texture_compression_s3tc, texture_cube_map,
texture_edge_clamp, texture_env_add, texture_env_combine, texture_env_dot3, texture_filter_anisotropic,
texture_integer, texture_lod, texture_lod_bias, texture_mirror_clamp, texture_object, texture_sRGB,
texture_sRGB_decode, texture_shared_exponent, texture_storage, texture_swizzle, timer_query,
transform_feedback2, vertex_array, vertex_array_bgra, vertex_attrib_64bit, window_rectangles
GL_IBM: rasterpos_clip, texture_mirrored_repeat
GL_KHR: blend_equation_advanced, blend_equation_advanced_coherent, context_flush_control, debug, no_error,
robust_buffer_access_behavior, robustness
GL_KTX_buffer_region
GL_NVX: conditional_render, gpu_memory_info, multigpu_info, nvenc_interop
GL_NV: ES1_1_compatibility, ES3_1_compatibility, alpha_to_coverage_dither_control, bindless_multi_draw_indirect,
bindless_multi_draw_indirect_count, bindless_texture, blend_equation_advanced,
blend_equation_advanced_coherent, blend_square, command_list, compute_program5, conditional_render,
copy_depth_to_color, copy_image, depth_buffer_float, depth_clamp, draw_texture, draw_vulkan_image,
explicit_multisample, fence, float_buffer, fog_distance, fragment_program, fragment_program2,
fragment_program_option, framebuffer_multisample_coverage, geometry_shader4, gpu_program4, gpu_program4_1,
gpu_program5, gpu_program5_mem_extended, gpu_program_fp64, gpu_shader5, half_float,
internalformat_sample_query, light_max_exponent, multisample_coverage, multisample_filter_hint,
occlusion_query, packed_depth_stencil, parameter_buffer_object, parameter_buffer_object2, path_rendering,
pixel_data_range, point_sprite, primitive_restart, register_combiners, register_combiners2,
shader_atomic_counters, shader_atomic_float, shader_atomic_int64, shader_buffer_load,
shader_storage_buffer_object, shader_thread_group, shader_thread_shuffle, texgen_reflection, texture_barrier,
texture_compression_vtc, texture_env_combine4, texture_multisample, texture_rectangle, texture_shader,
texture_shader2, texture_shader3, transform_feedback, transform_feedback2, uniform_buffer_unified_memory,
vertex_array_range, vertex_array_range2, vertex_attrib_integer_64bit, vertex_buffer_unified_memory,
vertex_program, vertex_program1_1, vertex_program2, vertex_program2_option, vertex_program3
GL_S3_s3tc
GL_SGIS: generate_mipmap, texture_lod
GL_SGIX: depth_texture, shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
OpenGL Windowed 854x480 32 color 32 texture 60Hz Vsync SmoothLines
DInput: Enumerating device - Type: 0x00000413 Instance Name: "Keyboard" Product Name: "Keyboard"
DInput: Enumerating device - Type: 0x00000112 Instance Name: "Mouse" Product Name: "Mouse"
Found 2 DirectInput devices:
0: 'Keyboard' axes: 0, hats: 0, buttons: 256 (buffered)
1: 'Mouse' axes: 3, hats: 0, buttons: 5 (buffered)
WARNING: ThemeManager: There is more than one theme element that matches 'DDRA-master/BGAnimations/ScreenGameplay out'. Please remove all but one of these matches: /Themes/DDRA-master/BGAnimations/ScreenGameplay out.lua, /Themes/DDRA-master/BGAnimations/ScreenGameplay out.lua
WARNING: BackgroundEffect 'StretchNormal' is missing.
WARNING: BackgroundEffect 'Centered' is missing.
Mixing underruns: 1
Players joined: P1
Lost focus to: OpenProcess (Access is denied.), StepMania.exe, explorer.exe
Top Screen: ScreenStageInformation
Language: en
Current renderer: OpenGL
Theme: DDRA-master

Partial log:
01:25.198: Loading /NoteSkins/common/common/Fallback HitMine Explosion.png, type FileType_Bitmap
01:25.199: Loading /NoteSkins/common/common/Fallback Explosion.lua, type FileType_Lua
01:25.199: Loading /NoteSkins/dance/default/_glow (doubleres).png, type FileType_Bitmap
01:25.200: Loading /NoteSkins/dance/default/_glow (doubleres).png, type FileType_Bitmap
01:25.200: Loading /NoteSkins/common/common/Fallback HitMine Explosion.png, type FileType_Bitmap
01:25.230: Loading notes from /Songs/StepMania 5/Goin' Under/Goin' Under.ssc
01:25.286: Loading notes from /Songs/StepMania 5/Goin' Under/Goin' Under.ssc
01:25.289: Reading 'RandomMovies/StepMania 5/BackgroundMapping.ini' failed: No such file or directory
01:25.297: WARNING: BackgroundEffect 'StretchNormal' is missing.
01:25.297: WARNING: BackgroundEffect 'Centered' is missing.

-- End of report

Post #266 · Posted at 2016-09-17 09:36:23pm 7.5 years ago

Offline Quickman
Quickman Avatar Member+
6,058 Posts
United Kingdom
Reg. 2013-08-17

"five minute white boy challenge"
Code-block that shit, jesus.
Quote: Quick Man
Approximately nobody asked for this song to be included. Least popular decision by the Japanese since Nintendo released the Wii U.
https://card.psnprofiles.com/1/DWN012Quick_Man.png

Post #267 · Posted at 2016-09-17 09:43:44pm 7.5 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24

Just remove the file

Quote
/BGAnimations/ScreenGameplay out.lua

I can't do it because I have some incomplete modifications to push, I would ask to the other members to remove it from the repository.

Post #268 · Posted at 2016-09-18 02:32:48am 7.5 years ago

Offline Inorizushi
Inorizushi Avatar Member
487 Posts
Not Set
Reg. 2012-10-25

"huhbluh"
Not a problem with the git copy. Please delete your existing DDR A theme folder and re-extract it.

Post #269 · Posted at 2016-09-18 10:16:59pm 7.5 years ago

Offline WerewolfRulez
WerewolfRulez Avatar Member
54 Posts
United States
Reg. 2016-04-23

"Lettuce"
Will you guys put the life bar in pills or in non-pill?
I get knocked out by a bus one time...it hurt.

Post #270 · Posted at 2016-09-18 10:46:28pm 7.5 years ago

Offline TheHenPen
TheHenPen Avatar Member
22 Posts
United States
Reg. 2016-06-27

Nintendo Network ID: HenryGaming2nd
"i was a retarded child back then"
Quote: WerewolfRulez
Will you guys put the life bar in pills or in non-pill?

Compare this
https://gyazo.com/8889347a45f1b828a7af9eaf8e09797c

To this
https://gyazo.com/0d09acb4e112897095ee848fdc1c3224
damn

Post #271 · Posted at 2016-09-19 01:43:51am 7.5 years ago

Offline Inorizushi
Inorizushi Avatar Member
487 Posts
Not Set
Reg. 2012-10-25

"huhbluh"

Last updated: 2016-09-19 01:44am
Quote: WerewolfRulez
Will you guys put the life bar in pills or in non-pill?

I'll have to take a look at a couple of videos so it's accurate. I've never played or watched many videos of A so everything is still relatively new to me.

Post #272 · Posted at 2016-09-19 02:54:48pm 7.5 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24

The lifebars will be implemented in pills like the original, the actual lifebars are just enough to play as you can see there are just complete for regular play, I want to redo them in lua, because the 4:3 compatibility, and some other things. That is the main reason of why the actual animation is not equal to the arcade. But it will be updated, of course Wink

Post #273 · Posted at 2016-09-25 06:47:41am 7.5 years ago

Offline 3x3qui3l
3x3qui3l Avatar Member
666 Posts
Not Set
Reg. 2011-07-30

"Ice Bear believed in you."
Quote: VR0
Done.
I also boosted the volume of the BGMs, but I don't know which pair the theme uses, so I boosted both the ones that include "old" on their filenames and the ones that don't.
http://i.imgur.com/4x5oEAf.pnghttp://i.imgur.com/StRZrv7.png

Post #274 · Posted at 2016-09-29 01:07:33am 7.5 years ago

Offline TheHenPen
TheHenPen Avatar Member
22 Posts
United States
Reg. 2016-06-27

Nintendo Network ID: HenryGaming2nd
"i was a retarded child back then"

Last updated: 2016-09-29 01:24am
Can you add an animation to the timer? Also the timer, it's displayed double digits when it's 9 to 0.https://i.gyazo.com/56e7f192cbfe9c29d34f82e97dddcd11.gif


Also one more thing, for the lifebars. I counted how many bars are inside the actual lifebar. It's actually 26.
damn

Post #275 · Posted at 2016-09-29 05:09:00pm 7.5 years ago

Offline VR0
VR0 Avatar Member
969 Posts
Chile
Reg. 2012-03-20

"ムーン ゴーシュス メヂィデーション"
Missed fonts for 6th STAGE and EVENT MODE. Aslo, missed announcers for ScreenStages
AC Score Tracker: DDR EXTREME // SN2 (JP)
My username in these games:
DDR(1st)-EXTREME: VRC
StepMania 3.9+ REDUX: VRC
DDR Supernova onwards / IIDX ID: VR0

Post #276 · Posted at 2016-09-29 05:12:20pm 7.5 years ago

Offline Inorizushi
Inorizushi Avatar Member
487 Posts
Not Set
Reg. 2012-10-25

"huhbluh"

Last updated: 2016-09-29 05:14pm
Hi yeah, we're all busy.

Please stop. We know what's missing and what isn't

The timer anim will be easy to do, I won't be able to do the lifebar fix unless either I remake the lifebar or Madka or Marten fix it.

The announcers should be working unless someone messed with the code

Post #277 · Posted at 2016-09-29 05:16:59pm 7.5 years ago

Offline Quickman
Quickman Avatar Member+
6,058 Posts
United Kingdom
Reg. 2013-08-17

"five minute white boy challenge"
Quote: VR0
Missed fonts for 6th STAGE and EVENT MODE. Aslo, missed announcers for ScreenStages

Do you ever post anything aside from "this isn't there, add it"?
Quote: Quick Man
Approximately nobody asked for this song to be included. Least popular decision by the Japanese since Nintendo released the Wii U.
https://card.psnprofiles.com/1/DWN012Quick_Man.png

Post #278 · Posted at 2016-09-29 06:18:15pm 7.5 years ago

Offline ffxin00b
ffxin00b Avatar Banned
80 Posts
Not Set
Reg. 2016-08-04

Wow guys I'm really impressed!! It's changed so much!!! Very nice!!!

Post #279 · Posted at 2016-09-30 03:00:31pm 7.5 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24

Quote: TheHenPen
Can you add an animation to the timer?
Yes, I will check that later.

Quote: TheHenPen
Also the timer, it's displayed double digits when it's 9 to 0.[/url]
I will check the timer format to update it.

Quote: TheHenPen
Also one more thing, for the lifebars. I counted how many bars are inside the actual lifebar. It's actually 26.
Can you provide a screenshot? In my images I could count 28 sections Dead

Quote: VR0
Missed fonts for 6th STAGE and EVENT MODE. Aslo, missed announcers for ScreenStages
Stepmania uses up to 5 stages, that's because there is no 6th stage graphic, and in the Event Mode the stage indicators are the same for the Pay mode, there is not Event Mode graphics, the event mode is shown in the system layer.

In the near future, when we add the support fot the missing gameplay modes like course and endless, the remain graphics will be added.

Quote: ffxin00b
Wow guys I'm really impressed!! It's changed so much!!! Very nice!!!
And it will going to change a lot in a future Very Happy

-------------------------------------------------

Thanks to all for the support, We all have been busy, and that is the main reason of the inactivity, but the theme is stable and playable in regular mode, that was my fisrt goal. There are missing some things, but they not affect so much the playing experience (appart from the filters and the danger decorations) Roll Eyes , I'm working in some animations, bue I've been busy with the university, and I've gotten sick these days, but to preserve the magic and keep us waiting, the is a spoiler screenshot of what I'm doing Laughing Out Loud

http://i.imgur.com/TzLPwzx.png

I'm near to finish it, I just need to draw some items and it's ready to go! Very Happy Thanks to all for the comments and keep the interest in the theme progress. See you again. Tongue

Post #280 · Posted at 2016-09-30 09:41:52pm 7.5 years ago

Offline VR0
VR0 Avatar Member
969 Posts
Chile
Reg. 2012-03-20

"ムーン ゴーシュス メヂィデーション"
Quote: MadkaT
Quote: VR0
Missed fonts for 6th STAGE and EVENT MODE. Aslo, missed announcers for ScreenStages
Stepmania uses up to 5 stages, that's because there is no 6th stage graphic, and in the Event Mode the stage indicators are the same for the Pay mode, there is not Event Mode graphics, the event mode is shown in the system layer.

In the near future, when we add the support fot the missing gameplay modes like course and endless, the remain graphics will be added.

SM 3.9 supports 7 stages instead of 5 in SM 5. Remember it.
AC Score Tracker: DDR EXTREME // SN2 (JP)
My username in these games:
DDR(1st)-EXTREME: VRC
StepMania 3.9+ REDUX: VRC
DDR Supernova onwards / IIDX ID: VR0
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