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Old 11-26-2007, 05:48 AM   #41
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Default Re: A real guide on how to make a good simfile

really cool guide duck

i think i needed this an year ago but whatever :P
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Old 11-26-2007, 07:01 AM   #42
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Default Re: A real guide on how to make a good simfile

That helped me a bit, but I still need to learn how to do gap, etc.

That I will do on my own time.
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Old 11-26-2007, 09:20 PM   #43
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Default Re: A real guide on how to make a good simfile

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Really ducky. use the edit button.
Question: how old are you?
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Old 11-27-2007, 11:38 PM   #44
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Default Re: A real guide on how to make a good simfile

I'm glad people are liking the whole dummy chart thing.

I was thinking of adding something to the guide today but I forgot what I wanted to add. Keep any suggestions you might have coming.

Also, some of the mods apparently visit this board from time to time, so I'm SERIOUSLY REQUESTING A STICKY.
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Old 11-28-2007, 12:34 AM   #45
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Default Re: A real guide on how to make a good simfile

I wouldn't call this a guide, as much as protips from an expert

A few notes: do some clarification on 'flow'. The people that get it, GET IT, but the people that don't... well... yeah. It's hard to articulate; while I could, I'm too lazy, and you'd do a much better job.

Also, I'd like to think there's multiple forms of layering. The layering you described is what I would call simple layering. Each arrow clearly goes to a distinguishable sound, and there's no confusion when you look at it in the editor (think Ossa, he's the best at this imo). The challenge here is you must be incredibly calculating when it comes to your patterns and occurrences in sounds- otherwise, you'll end up breaking/compromising the 'rules' of your layering, and it ends up being a mess.

The other form of layering, I'd like to think is much more harmonious. This is where you make patterns that are trying to encompass multiple sounds without actually individually stepping each one. Hence, you'll get patterns that are somewhat ambiguous as to what is actually being stepped, because it can be interpreted multiple ways. You need to be very aware of how the patterns look, feel, and interact. (sorry, this is somewhat hard for me to explain, hopefully you see what I'm getting at... if not, I can try to find some examples)

Oh, you might wanna cross post this at ODI, although it might just get shotdown as 'lol stepmania theory'. You're pretty respected in the community though so who knows =P
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Old 11-28-2007, 12:37 AM   #46
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Default Re: A real guide on how to make a good simfile

Ps just message Tasselfoot or something (I would be he's offline atm) for a sticky request and hopefully it'll get granted.
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Old 11-29-2007, 06:31 PM   #47
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Default Re: A real guide on how to make a good simfile

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The other form of layering, I'd like to think is much more harmonious. This is where you make patterns that are trying to encompass multiple sounds without actually individually stepping each one. Hence, you'll get patterns that are somewhat ambiguous as to what is actually being stepped, because it can be interpreted multiple ways. You need to be very aware of how the patterns look, feel, and interact. (sorry, this is somewhat hard for me to explain, hopefully you see what I'm getting at... if not, I can try to find some examples)
I call this semi-layering, myself. Not even layering, really, but it can have elements of layering in it. I find this method to be very preferable to precise layering, because it's more adapted to the subjective nature of SM. Technically accurate layered notecharts are often so hard to follow during normal gameplay that the method fails to be practical. The method of stepping you described has more creative freedom, allowing you to change patterns more smoothly and prevent situations where the only options are to make technical errors or awkward patterns.
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Old 11-29-2007, 06:42 PM   #48
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Default Re: A real guide on how to make a good simfile

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The other form of layering, I'd like to think is much more harmonious. This is where you make patterns that are trying to encompass multiple sounds without actually individually stepping each one. Hence, you'll get patterns that are somewhat ambiguous as to what is actually being stepped, because it can be interpreted multiple ways. You need to be very aware of how the patterns look, feel, and interact. (sorry, this is somewhat hard for me to explain, hopefully you see what I'm getting at... if not, I can try to find some examples)
I've been working on a file for about a month now that uses this technique. I find it to be more elegant and very fun, and if successfully executed shows mastery of music interpretation and analysis. I believe Kil and Kilga(?) have used this technique.
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Old 11-29-2007, 06:59 PM   #49
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Default Re: A real guide on how to make a good simfile

Exactly 8)
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Old 11-30-2007, 08:27 PM   #50
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Default Re: A real guide on how to make a good simfile

Good stuff, Z3r, I'll make some additions when I get a chance. I've been busy lately.

Also, woo sticky.


EDIT: Added stuff to the first post
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Last edited by ducky285; 12-1-2007 at 12:01 AM..
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Old 12-1-2007, 06:56 PM   #51
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Default Re: A real guide on how to make a good simfile

Added a link to Patashu's old thread and made a few changes to the intro section.

By the way, maybe Patashu's thread should be stickied, too.
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Old 01-7-2008, 03:06 PM   #52
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Default Re: A real guide on how to make a good simfile

Yes, BPM is a huge factor in creating a decent stepchart.

I once made a simfile that was off by just 1 BPM. After fixing it, the difference was very easily noticeable. BPM has to be right, otherwise your arrows wont keep up at all.
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Old 01-7-2008, 09:32 PM   #53
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Default Re: A real guide on how to make a good simfile

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Yes, BPM is a huge factor in creating a decent stepchart.
It's not a factor. It's a NECESSITY.
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Old 02-20-2008, 11:59 AM   #54
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Default Re: A real guide on how to make a good simfile

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8. For spread files, keep the annoying patterns down to a minimum. Left-handed trills and jacks can be irritating for right-handed players if abused.
Similarily, streams of 16th notes with a jump on every quarther and eigth note is a lovely way to piss off indexers.

If you want to make a quality file, make it for all playstyles. Aka, take note of what hands would be involved in a trill, and don't go nuts on the jumpstreams.
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Old 02-20-2008, 08:12 PM   #55
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Default Re: A real guide on how to make a good simfile

Too bad index files are boring as **** for most spread players. Most good authors make an easier chart for index and the like, anyway.
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Old 02-23-2008, 08:47 PM   #56
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Default Re: A real guide on how to make a good simfile

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Too bad index files are boring as **** for most spread players. Most good authors make an easier chart for index and the like, anyway.
I've played index since I started, and am just now trying to learn spread, so I can play whichever I wish. I have AAA'd CIA Rave, and 5-Good'd Vertex BETA, using index, and can hold a decent (500+) combo on CIA Rave using spread. By no means the best player, but it gives me a fair view of what they demand.

And that said, a good step author should step their files such that it is playable by both spread and index, if that is their target audience.

Index files boring for spread?
Spread files are a pain in the ass for index. Two fingers is fine if you go left, right, left, right... but then when you have a 16th stream at a fast BPM with jumps every second step (And note, a jump uses both fingers, which totally screws up the left-right-left theory), that's not too fun either.

Note that while I do have a bias, I'm not promoting either side. I'm saying that a good step author will make their file such that it will be applicable to more than just spread, or just index.
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Old 02-23-2008, 09:26 PM   #57
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Default Re: A real guide on how to make a good simfile

The easiest way to cater to all styles is to make multiple charts. This way, you don't have to water down a spread chart or buff the difficulty of an index chart to satisfy everyone.

I usually make an indexable heavy and a spread oni chart. It's hard to make ONE chart that'll satisfy everyone because most spread players these days like steps that follow the music very closely and have some semblance of difficulty to them. It also allows the sim author to take liberties with their steps rather than have to be conservative to satisfy the indexers.

EDIT: Also, I played index for three years before switching to spread, so I know how annoying spread files are for index. Just thought you'd like to know. :P
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Old 02-28-2008, 03:16 PM   #58
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Default Re: A real guide on how to make a good simfile

I think I hit a bunch of these points with my first file. Although, that's just my opinion, so =/

But yeah, this is a great guide. I'll be reading this a lot for my next file (don't know a song yet lol).

Thanks sir =)
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Simfile was a pain in the ass for me to do it on index.
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Old 03-1-2008, 01:06 PM   #59
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Default Re: A real guide on how to make a good simfile

All popular simfile artists should read this.

I guarantee you they aren't doing half the **** on this list.
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Old 03-1-2008, 05:21 PM   #60
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Default Re: A real guide on how to make a good simfile

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All popular simfile artists should read this.

I guarantee you they aren't doing half the **** on this list.
Actually, GOOD popular simfile artists do all this stuff and they do it well (except cetaka, but he's a glorious exception).

It's people who can't figure out why no one plays/likes their simfiles who need to read this.
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