idk people r weird
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eventually I'll have a pseado cross-save system, but I'll have to wait until Newgrounds implements a cloud save system before I can get that.
One of the short term things I'll do is make it so you can log in on the desktop versions, and then it'd get your highscores off the leaderboard instead of local save data.
this one a biiiit of an iffy one to fix, because its like so hit or miss and I DON'T experience it on the PC's I work on. BUT I have gotten a good chunk of reports or whatever saying the same thing as u, so its not only an issue on your end.
I think it might be something more deeper in some of the backend code, so I'll have to dig into some of that nitty gritty of the rendering code.
theres def a few tweaks thatd be made to make game easier. Better/alternate keybinds (WASD might not be as intuitive as ASDF), balance changes to how much health you lose and gain, all stuff like that. I gotchu gangsta ur boy out here keepin an eye on his lil gamers
AY thanke thanke
button remapping, as well as controller support def high up on the list. The backbone is there, I just need to get other parts of the game in, like OPTIONS menu stuff in general. Same thing for controller support. I actually thought that the game had support for controllers for a while, but I guess I accidentally took that out when I was migrating some of the controller code to the new backbone.
High res stuff is a bit more tricky, and I don't have a solid answer or path. Right now everything is rendered for 720p, since this was origianlly just gonna be a humble little web game for Newgrounds as everyone knows the backstory by now. But makin it full res definitely we gonna aim for while we're still in early stages of the game.
more weeks 100% incoming
more characters 100% incoming in some shape or form
custom UI for different opponents a cool idea that we will probably steal lolol
in general more options and tweaks will be incoming
god bless u i appreciate u hehe
well its notso much DISTANCE based, its based purely off TIMING and SYNC with the song. I think it's moreso an issue with audio offsets or whatever I think. In any case it's somethin i'll peep i gotchu
aight i gotchu, i been neglecting mac/linux builds because on Mac, I NEED to own one myself, which I don't so I have to go thru one of my pals who has one.
And for linux, I need to boot up my busted ass laptop that I have Manjaro booted onto, and then install all the libraries and whatnot, BUT I can get it done for u gotchu.
the hard part would be making it all designed all elegantly. To get it running and compiled for mobile it's essentially a few lines of code that I switch, and it runs fine, but it's all a matter of making it play nicely there in germs of controls/mobile design aspects in mind
the 'jumps', or double notes, are kinda weird definitely. I didn't specifically code for them or anything, they sorta just kinda worked with the system I had for the note hit logic or whatever. BUT of course it doesn't work as nicely as it can or should, so over the next little while stuff like that I'll definitely look into to make feel better
This is definitely a known issue, not only with this game, but another game or two of mine here and there. It's been inconsistent, so I'll definitely have to spend some research time digging into it.
It could be the 2 tracks getting desyncronized. There's the instrumental track, and then the vocal track, and while it's charted for the vocal track, its SYNCED with the instrumental track. So if the one of the track lags behind, I'm pretty sure it will cause things to feel out of time.
it wouldn't be too hard to make urself custom charts, but right now it would be a but clunky. I need to rework the charting system to probably be in-game or use some other charting program like Moonscraper (used for Clone Hero). Although I imagine at some point I'd want more custom scripting type shit and I'd have to implement it or do some hack-y shit myself. We'll see!