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(+1)

I created a DDR in my game as well lmao, nice to see more people take this chance! I find it interesting that it's made in HTML+JS, did not expect to see this combination.

Can't quite tell how good the charting is because the indicators aren't very clear on when I need to press and the cursor sucks ass. Most of the time I have no idea how I'm missing notes because it feels like I should hit them and I'm doing nothing different from the nots I'm hitting, but it's just not hitting. I feel like the timing is a little too strict and the timing window a little too forward. The charting might be a tad off as well in places.

The idea is very good tho! I'd love to see this cleaned up with a better UI and indications, and I think this would be an extremely fun rhythm game! Would love to try it out again after ^^

Yeah timing is a little bit iffy because I set a constant time for how long the circle is visible .  The timing window is also weird because i didn’t have time to add 100 and 50 judgements so i decided to cut it off so that 100 and 300 would count as a hit and 50 would count as a miss. I used html and js since i usually do web dev and am just used to it. The cursor i think could be smaller too lol. As for mapping, the credits are in the description i did not have nearly enough time to map them myself. I’m glad you liked the idea and  I definitely will try out your game when i have the chance!

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Yeah, the most important part of a rhythm game is making it feel smooth, accurate, and consistent. It becomes immediately apparent if it's even a little bit off. I know the pain because I've made one DDR thing in the past - I made a room run at 300fps and it was done so badly lmao. This time I stood with 60fps, but syncing a song to 60fps with no access to real time functions was like a puzzle. I managed to perfect the timing and charting tho, as long as there's no lag spikes or frame skips because then it desyncs, and I couldn't figure out a way to resync it.

Interesting that you managed to get your’s working without real-time. I had mine measure if the time was greater than or equal to the time of when the hit circle needs to be fully visible for every frame, so the time value is relative to the start of the song and is already preset in the map file. If multiple objects were behind, the program would go iterate frame by frame adding and deleting objects until it is in sync. An issue with this is that each object begins to appear slightly late since it needs to render in sync with the frame rate of the game loop so that might be part of why it seems off too. Aside from this, the objects should be at least timed on sync relative to one another as the maps were designed in the osu editor. The start offset might be off by a significant amount though due to desync with the audio and visuals combined with lag.

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It was actually a fun puzzle to figure out. The song was exactly 125sec long (7500 frames at 60fps), and exactly 1504 beats long, which means if I play a beat every 5 frames, I'd have 4 beats left over at the end, meaning every 1875 frames I need to advance beat by +1 to reach 1504, keeping everything in sync the whole way through. After that, just sync the song+arrows to the chart, and bam! Sync! :D