02-2-2011, 07:57 PM | #421 |
FFR Player
Join Date: Dec 2007
Location: UnderYourBed, Tacoma
Posts: 342
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Re: Queue/Batch Discussion Thread v2
Oh. . . pffft, K then. Here I was thinking that stop were implemented into the engine. Was jumping for joy.
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02-2-2011, 08:03 PM | #422 | |
moonchild~
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Re: Queue/Batch Discussion Thread v2
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02-2-2011, 08:04 PM | #423 |
Rhythm game specialist.
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Re: Queue/Batch Discussion Thread v2
I'll fake a negative BPM by going into the flash and adding fake arrow images that scroll at a universal rate only to have the REAL pattern be mirrored from what you see.
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02-2-2011, 08:21 PM | #424 |
★★★★★
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Re: Queue/Batch Discussion Thread v2
1. FFR gets a lot of submissions so it needs some quantity control.
2. We need 1 or 2 good files rather than 100 mediocre files from one sim artist. 3. On this system, your submission cap can be raised easily if you keep submitting good files. |
02-2-2011, 08:23 PM | #425 |
D6 FFR Legacy Player
Join Date: Jan 2009
Age: 33
Posts: 4,342
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Re: Queue/Batch Discussion Thread v2
Sent Passage D. (Edit: High 11 or low 12)
From now on, I think I'm going to send one file at a time, unless I stockpile enough for the next upcoming batch after this one. Last edited by iironiic; 02-2-2011 at 08:39 PM.. |
02-2-2011, 08:27 PM | #426 |
Rhythm game specialist.
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Re: Queue/Batch Discussion Thread v2
So far, it's looking like the submissions for this batch will be...
(0.5) Eclipse [Luna] /(collab: who_cares973) (11) (0.5) Remember When/(collab: psychoangel691) (she says 8, I say 9 - we'll level with that) Cest What (12) Molto Vivace v2 (11) ...and possibly one more, if I can hurry. (which will equal my cap of 4 :3) |
02-2-2011, 11:35 PM | #429 |
Banned
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Posts: 6,344
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Re: Queue/Batch Discussion Thread v2
I like ghost notes and jacks and tend to dislike the PR/layering on most songs. Most people feel the opposite and I realize that.
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02-2-2011, 11:35 PM | #430 |
shots FIRED
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Re: Queue/Batch Discussion Thread v2
Holy hell, what was that? hahaha
edit: yeah, you made your affinity for ghost notes very clear in Energizer My question is, what makes ghost notes enjoyable to play? Last edited by bmah; 02-2-2011 at 11:47 PM.. |
02-2-2011, 11:44 PM | #431 |
Rhythm game specialist.
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Re: Queue/Batch Discussion Thread v2
I feel that ghosting is an acceptable charting strategy, but not in extreme cases seen like in your version of Birthright, or in Energizer. Ghosting for syncopative purposes is totally alright, but pushing unrealistically beyond accuracy capabilities is a little ridiculous. Then again, this is more of the player opinion than the charter's opinion, but in both cases, I believe you're going a little past common sense. Just seems like a dump.
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02-2-2011, 11:45 PM | #432 |
Banned
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Re: Queue/Batch Discussion Thread v2
Well, I don't view files as "playing the song" but "interpreting the song." That's probably the most crucial contrast between how I view files vs. most people today; I view ghost notes as an interpretation of the song's energy. If you actually dance to a song, you tend to move your body to a generalized composite of every rhythm it has. When I use a ghost note I'm not thinking about how the song is being represented in the notes but how your hands are moving to the song, similar to how an Irish dancer would add rhythms to the melody.
Also, I like difficulty spikes a lot. They're used a lot in Korean music games and I like their effect. They make for great entertainment when someone is capable of doing them. |
02-2-2011, 11:47 PM | #433 | |
shots FIRED
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Re: Queue/Batch Discussion Thread v2
@simfile artists: apparently this hasn't been made clear enough
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02-3-2011, 12:03 AM | #434 |
caveman pornstar
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Re: Queue/Batch Discussion Thread v2
qtd for top of page since it was gonna get buried
re: ghosting stuff It's just my opinion, but the limit for ghosting comes when you drastically alter a song's density. It's one thing to syncopate what you already have or bring out an implied feel, but it's another thing to completely add another layer of rhythm to the song to produce a different feel.
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http://www.youtube.com/watch?v=IREnpHco9mw Last edited by dore; 02-3-2011 at 12:07 AM.. |
02-3-2011, 12:11 AM | #435 |
FFR Simfile Author
Join Date: May 2006
Posts: 3,213
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Re: Queue/Batch Discussion Thread v2
Sweet, I did it right this time :] last time I noticed that it got switched when it was viewed in the folders so this time I put it in the front. Kewl
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02-3-2011, 12:14 AM | #436 |
Rhythm game specialist.
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Re: Queue/Batch Discussion Thread v2
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02-3-2011, 12:16 AM | #437 |
shots FIRED
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Re: Queue/Batch Discussion Thread v2
oh no, if you were just making minor fixes to an accepted file, you don't need to do that
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02-3-2011, 12:19 AM | #438 |
Rhythm game specialist.
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Re: Queue/Batch Discussion Thread v2
Oh alright. Needed the clarification there, thanks a bunch.
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02-3-2011, 12:19 AM | #439 | |
stepmania archaeologist
Join Date: Aug 2005
Age: 34
Posts: 4,090
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Re: Queue/Batch Discussion Thread v2
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Difficulty spikes are normally fine, but they don't belong in a combo-based game like FFR, where a bad player who can mash-combo the hardest part will always outrank a skilled veteran who can't. Basically that's the problem I have with them. Unlike in the avmiss era, hitting a fast jack section is now just a matter of being able to vibrate at least as fast as the jacks, and there are plenty of people out there who lack in actual skill but are pretty decent at vibrating or mashing.
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02-3-2011, 01:34 AM | #440 | |
caveman pornstar
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Re: Queue/Batch Discussion Thread v2
Quote:
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