11-26-2007, 05:48 AM | #41 |
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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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11-26-2007, 09:20 PM | #43 |
new hand moves = dab
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Re: A real guide on how to make a good simfile
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11-27-2007, 11:38 PM | #44 |
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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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11-28-2007, 12:34 AM | #45 |
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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 |
11-28-2007, 12:37 AM | #46 |
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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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11-29-2007, 06:31 PM | #47 | |
new hand moves = dab
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Re: A real guide on how to make a good simfile
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11-29-2007, 06:42 PM | #48 | |
behanjc & me are <3'ers
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Re: A real guide on how to make a good simfile
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Rhythm Simulation Guide Comments, criticism, suggestions, contributions, etc. are all welcome. Piano Etude Demon Fire sheet music |
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11-29-2007, 06:59 PM | #49 |
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Re: A real guide on how to make a good simfile
Exactly 8)
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11-30-2007, 08:27 PM | #50 |
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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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Quack quack quack Last edited by ducky285; 12-1-2007 at 12:01 AM.. |
12-1-2007, 06:56 PM | #51 |
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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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01-7-2008, 03:06 PM | #52 |
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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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01-7-2008, 09:32 PM | #53 |
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Re: A real guide on how to make a good simfile
It's not a factor. It's a NECESSITY.
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02-20-2008, 11:59 AM | #54 | |
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Re: A real guide on how to make a good simfile
Quote:
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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02-20-2008, 08:12 PM | #55 |
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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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02-23-2008, 08:47 PM | #56 | |
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Re: A real guide on how to make a good simfile
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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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02-23-2008, 09:26 PM | #57 |
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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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02-28-2008, 03:16 PM | #58 | |||
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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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03-1-2008, 01:06 PM | #59 |
/DJS\
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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. |
03-1-2008, 05:21 PM | #60 | |
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Re: A real guide on how to make a good simfile
Quote:
It's people who can't figure out why no one plays/likes their simfiles who need to read this.
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