08-6-2012, 04:24 AM | #61 |
FFR Player
Join Date: Aug 2005
Age: 29
Posts: 3,996
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Re: The Xmod Project (Submissions are open)
Kommisar is stepping gum? **** yes
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08-6-2012, 05:10 AM | #62 |
Dark Chancellor
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Re: The Xmod Project (Submissions are open)
Oh js I misread that lol
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08-6-2012, 05:22 AM | #63 |
★★★★★
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Re: The Xmod Project (Submissions are open)
x-mod is almost the only creative part in stepping nowadays (even though most people play on c-mod usually), keep it up.
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08-6-2012, 05:28 AM | #64 |
FFR Player
Join Date: Dec 2008
Age: 33
Posts: 6,205
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Re: The Xmod Project (Submissions are open)
hi jx
step something
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08-6-2012, 08:39 AM | #65 |
Retired One-Hander
Join Date: Jan 2008
Location: Seattle, Washington
Age: 31
Posts: 2,425
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Re: The Xmod Project (Submissions are open)
Huh, might as well submit MAX 888. Glad to see a pack designed for that kind of file.
Maybe I'll poop something else out for this. Also, the graphics aren't mine - I ripped them from some random file I found (I know it wasn't the original since I saw that same GFX in numerous other MAX 888 files from when the FFR sim database still existed). That won't be an issue, will it?
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Newest Track (04/19/2024): Tell Us Who You Are [8-bit Chiptune] https://soundcloud.com/bynary-fission/tell-us-who-you-are-battle-tower-royale-character-creation-screen Last edited by Bynary Fission; 08-6-2012 at 08:41 AM.. |
08-6-2012, 09:37 AM | #66 | |
tane orb
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Re: The Xmod Project (Submissions are open)
Quote:
also, gonna work on a cool file for this http://soundcloud.com/midnightconspiracy/theeye[ |
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08-6-2012, 09:46 AM | #67 |
Dark Chancellor
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Re: The Xmod Project (Submissions are open)
guaranteed 90% of this pack will be dubstep since it's xmod material
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08-6-2012, 09:50 AM | #68 |
Confirmed Heartbreaker
Join Date: Jul 2012
Age: 35
Posts: 5,859
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Re: The Xmod Project (Submissions are open)
or mochipet
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08-6-2012, 09:57 AM | #69 |
Dark Chancellor
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Re: The Xmod Project (Submissions are open)
when's the last time someone stepped mochipet
2009 all of the songs I'd do for this are by SHE lol. Might do Liar Love since I didn't like the pad file for it.
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Last edited by kommisar; 08-6-2012 at 10:11 AM.. |
08-6-2012, 10:43 AM | #70 | |
Mr. Skeltal
Join Date: Oct 2010
Location: Lowell,MA
Age: 27
Posts: 1,506
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Re: The Xmod Project (Submissions are open)
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Quote:
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08-6-2012, 10:52 AM | #71 | |
tane orb
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Re: The Xmod Project (Submissions are open)
Quote:
i'm gonna try to do some non-electronic stuff though just to balance that out though lol |
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08-6-2012, 11:04 AM | #72 |
Retired Staff
All the things
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Re: The Xmod Project (Submissions are open)
^^^
I expect this, haha. |
08-6-2012, 11:04 AM | #73 | |
Spun a twirly fruitcake,
Join Date: Feb 2009
Age: 31
Posts: 3,865
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Re: The Xmod Project (Submissions are open)
can't step x-mod
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Quote:
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08-6-2012, 11:09 AM | #74 |
Retired Staff
All the things
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Re: The Xmod Project (Submissions are open)
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08-6-2012, 11:17 AM | #75 |
Dark Chancellor
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Re: The Xmod Project (Submissions are open)
Msi has some pretty dynamic shit if you can tolerate them
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08-6-2012, 11:26 AM | #76 |
tane orb
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Re: The Xmod Project (Submissions are open)
i actually kinda dig msi in a vaguely ironic sense it's just their fans that i can't stand
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08-6-2012, 11:46 AM | #77 |
FFR Player
Join Date: Jul 2012
Posts: 31
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Re: The Xmod Project (Submissions are open)
i would have a file for this, but the lua is SM5 only.
i really wish people would move on from using outdated builds. |
08-6-2012, 11:52 AM | #78 |
Rhythm game specialist.
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Re: The Xmod Project (Submissions are open)
beep beep Kommisar, or JS
I sat here trying to figure this out and I can't seem to get this working without mines being tripped, and it's really upsetting because I'm willing to put the work into getting this to work, but I'm not having luck. Here's how it works -- the main melody of the song comes in after a negative BPM trick that introduces the pattern using 16th note snares, and this is what you see after the 4th snare, which is 1/16th away from the next note. Also noteworthy is that every note you need to hit can be found visually. When this warp happens, a [234] should be hit precisely at that time (which is transcribed by the open space). Continuing on, the chart will appear to keep moving since there are no pauses on the negative BPMs, however, I don't want ANY steps to be visible. I want everything to be blank spaces. Refer to the images below: The issue that I'm having is that I keep tripping mines when I play it, and autoplay is actually failing my chart. It's really strange to me because where the steps physically get hit, there's no mines surrounding them. I'm not sure what to do. -___- |
08-6-2012, 11:58 AM | #79 |
Retired Staff
All the things
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Re: The Xmod Project (Submissions are open)
Send it in if you'd like, we're going to do a little side SM5 pack to this as well. I understand your frustration in that but some people, like myself, can't run SM5 well on our computers.
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08-6-2012, 11:58 AM | #80 | |
FFR Player
Join Date: Jul 2012
Posts: 31
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Re: The Xmod Project (Submissions are open)
hey guys, try negative stops.
they're waaaaay easier than negative BPMs. they just skip the amount that is in the stop. e.g. a stop of -1 would skip forward one second. if you can place them in 3.9, anyway. Quote:
in that case it's pretty much already done, I just have to fix some oddities with the simfile. I'd also have another one and i'll make a lower difficulty for that if i'm not too lazy :P |
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