01-30-2015, 01:18 PM | #1 |
Buh
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Implement an Early/Late Indicator?
Well, as the title says...
I just think it would be a cool idea if you could go back and look at a replay or even show on the stats screen, to see if you hit goods, avgs, etc., either too late or too early. Would that be something that would be a possible thing to achieve? What are your thoughts about it?
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01-30-2015, 01:24 PM | #2 |
FFR Wiki Admin
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Re: Implement an Early/Late Indicator?
I support this. Maybe if we can toggle it on/off in the menu to make it display when playing ?
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01-30-2015, 01:25 PM | #3 |
Vice President Of TGB
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Re: Implement an Early/Late Indicator?
Seems a little too much, but like a counter for both would be cool.
Example 12g (7L, 5E)
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01-30-2015, 01:25 PM | #4 |
Vice President Of TGB
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Re: Implement an Early/Late Indicator?
Too much I meant with the replay.
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01-30-2015, 01:31 PM | #5 | ||
Buh
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Re: Implement an Early/Late Indicator?
Quote:
Quote:
Which actually brings me to think that, when looking at replays, if you could slow them down, or speed up, kinda like that maybe? And also, on the end stats screen, maybe have the early or late spots marked with an "E" or "L" like the goods, avg, miss, w/e are marked with the "x"?
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01-30-2015, 01:38 PM | #6 |
Kawaii Desu Ne?
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Re: Implement an Early/Late Indicator?
Also, on the stats screen, it'd be nice if it said on average how many frames off you were and in what direction. That'd make properly setting the offset a lot easier.
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01-30-2015, 01:41 PM | #7 |
Accuracy Player
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Re: Implement an Early/Late Indicator?
There is a thread for a Frame-by-Frame picture of a replay to show you exactly what you are looking for.
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01-30-2015, 01:43 PM | #8 |
Buh
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Re: Implement an Early/Late Indicator?
Mmmm, not quite the same thing though, Zenith.
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01-30-2015, 01:45 PM | #9 |
魔法少女
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Re: Implement an Early/Late Indicator?
I do like this idea a lot even though configuring the offset has been talked about numerous times.
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01-30-2015, 01:46 PM | #10 |
Rhythm game specialist.
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Re: Implement an Early/Late Indicator?
-1 support.
It has nothing to do with the fact that this is a bad idea in practice/theory; in fact, it's a really good idea. The problem is that the implementation of it is simply not worthwhile because of FFR's timing being based off of 30 frames per second, even if you use a higher frame rate (hence the reason why arrow placements don't change even on higher framerates). In this case, a timing indicator would ONLY be useful as an offsetting tool and not really as a tool to indicate what your general timing was on a playthrough. The fact of the matter is that FFR's frame-based timing is simply too inconsistent and frame deviations could cause all sorts of inconsistent results. Last edited by TC_Halogen; 01-30-2015 at 01:47 PM.. |
01-30-2015, 01:47 PM | #11 |
Accuracy Player
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Re: Implement an Early/Late Indicator?
But it is. It shows you what notes you hit early or late with a frame of what the perfect timing is.
You can right click on the R^3 window to find a decent offset for your system too. The only problem with the Frame-by-Frame comparison is that AJ does them in batches, where it would be cool to have the program accessible so that anyone can use it at any time.
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01-30-2015, 01:50 PM | #12 |
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Re: Implement an Early/Late Indicator?
Back to -0- support D: haha Yeah, I get you are saying, Aj. I wish FFR wasn't so inconsistent, 30 fps makes things like that I guess. Errrwell.
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01-30-2015, 02:09 PM | #13 |
Rhythm game specialist.
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Re: Implement an Early/Late Indicator?
also Zenith: I think Kanzas is talking about a timing graph for a song in entirety, not a per-step basis (% late, % early, % amazing, etc)
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01-30-2015, 02:10 PM | #14 |
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Re: Implement an Early/Late Indicator?
Yes, this. Thank you.
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01-30-2015, 02:12 PM | #15 |
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Re: Implement an Early/Late Indicator?
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01-30-2015, 02:17 PM | #16 |
Rhythm game specialist.
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Re: Implement an Early/Late Indicator?
In actuality, this is probably not super hard to do given that the replay images actually display what your timing was over the note's location in an image format on a per-note basis.
Simply count the number of each judgment (both early and late perfects and goods, importantly), divide them by the total number of arrows and walao, timing percentages/distribution graph. Alternatively, create a progress bar that's a 7 row grid and basically create a plot of all taps and use that as a tool. If a miss happens, put a red vertical line through that portion of the graph. Last edited by TC_Halogen; 01-30-2015 at 02:17 PM.. |
01-30-2015, 02:18 PM | #17 |
魔法少女
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Re: Implement an Early/Late Indicator?
The more you know.
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01-30-2015, 02:22 PM | #18 |
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Re: Implement an Early/Late Indicator?
i like this because i'm a bit of a tryhard when it comes to amazing accuracy sometimes
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01-30-2015, 02:26 PM | #19 |
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Re: Implement an Early/Late Indicator?
I personally think it would also be a great help with those mythical AAAs on Synth files. :3
(30+ restarts, still only has BF on Slap Guitar 2) q-q
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01-31-2015, 08:59 AM | #20 |
FFR Player
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Re: Implement an Early/Late Indicator?
not sure what idea is being discussed here. do you mean:
at the end of a song instead of the stats screen saying something like Amazing: 456 Perfect: 229 Good: 19 Average: 1 Miss: 0 Boo: 1 million have something like Average: 1 Early good: 7 Early perfect: 112 Amazing: 456 etc ? or do you mean some sort of indicator as you're playing the game? like instead of the words "AMAZING!!!" and whatever, make it different depending on whether you're hitting an early perfect from a late perfect, or an early good from a late good, so you know where you're hitting? either way i kind of like this idea
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