xwingace wrote:I basically wound up here because of this mod; it is awesome. The regular game is a lot of fun, too.
One thing I've noticed in Osu! mode, though, is that sometimes misses are generated because hitboxes of subsequent notes overlap? So that I hit the second one, but not the first.
Or it might just be me sucking, but it happens a bit to often for me to be *that* bad....
As far as I can interpret my own code (keep in mind that I coded probably 70% of the osu! Mod code 7am in the morning, having pulled an all-nighter), beats and hitboxes are drawn in reverse, but checked in sequence. That means that if a beat was added chronologically earlier than another beat, your tap will register for the first beat who's hitbox contains your tap. Meaning if there's two overlapping beats, you will have to tap twice to remove both. First tap removes the earlier beat, second tap removes the beat on-top (which makes sense to me at least, but I'm no osu! player xD).
The best way to test this, of course, is to just turn on Auto-Play and watching the sequence of hits. Assuming your phone doesn't lag, osu! Mod's Auto-Play should always max-combo songs with 100% accuracy.
Still waiting on Matt to finish the pattern code before working on the osu! Mod any further for the time being. And no, its not just you - random patterns are @#$%n hard (compared to normal DDR-style gameplay xD)
On a side note, Google group has been created, see http://beatsportable.com/updatesEdit:
NEVERMIND! There was a bug, which was quickly realized after Matt added preliminary patterns. It has been fixed. Here's two screenshots of the work-in-progress pattern generator:
Matt is currently working on improving the arc ranges as well as maybe adding linear patterns (instead of just arcs). I'll be working on add on number counts. Once those are done, 1.5b will be available for final testing (through the Google group
), then officially released.
Complete randomization, however, will still remain as an option, for the lolz.