FFR Suggestions
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Re: FFR Suggestions
I have an idea - not sure if anyone mentioned it but:
Have an option to take screen captures of the FFR game at a default size regardless of what resolution the player has it on. The size of the image would be the base size of your engine (650x400?). By making it a clickable button on the screen - It would stop those with huge monitors from having to constantly resize their images, not to mention it would stop those same people from posting enormous screenshots if they are too lazy to change the size.
Example: if person A is playing at a screen resolution of 1920 x 1080 (very common HD monitor size), they would click the screenshot button, and then a 650x400 sized image would copy to the computer clipboard. They would then open an image editing program to give this a name, and boom.

Not sure if this would work well on things other than windows though, although I know something to this extent is possible using some Javascript.Comment
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Re: FFR Suggestions
Seems like a lot of work to make such a function. Now that Paint has a crop button...Comment
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Re: FFR Suggestions
You should fix "Dizzy" mode. All it is is switching the arrows themselves to their opposites, yet you still press left/right/up/down. Either:
1. Make it so the arrows themselves change to different spots.
2. Use different arrows, instead of just mirrored notes of that note.
AM I MAKING THIS CLEAR? (too tired to try and correct myself)We are the music makers and we are the dreamers of dreams.Originally posted by Choofers2/10 smoke weed every other day, what up den
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Re: FFR Suggestions
I posted this a bit earlier - Dizzy and Hidden work perfectly fine on the av-miss engine, and Dizzy actually works on Velocity's engine. Hidden could be pretty easily fixed by taking the code from the early av-miss engine and applying it to his current one (since all it does is fade the overall color and doesn't nothing to the physical arrows themselves).You should fix "Dizzy" mode. All it is is switching the arrows themselves to their opposites, yet you still press left/right/up/down. Either:
1. Make it so the arrows themselves change to different spots.
2. Use different arrows, instead of just mirrored notes of that note.
AM I MAKING THIS CLEAR? (too tired to try and correct myself)Comment
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Re: FFR Suggestions
Double post for new suggestion that would actually be a bit challenging to code/sort:
This part doesn't apply to you, but rather the XML that controls the song order. First off - very few people use the genre listings anymore, which gives you the opportunity to change how things work without too much of a notice. Alphabetize the songs within genres, rather than difficulties (this should make the pages a bit more navigable after some time).
My challenge to you: make songs that have multiple charts all be linked within the same name.
For example - let's take a few songs just to demonstrate:
* -> signifies a mouse click on the song title.
Blooddrunk -> Light/Heavy [two buttons that expand after the first click] -> level stats (name/difficulty/artist, etc.) -> play. (in this case, there would be two separate squares to click on, one would load the .swf for the light chart, the other would load the heavy chart)
Bloodmeat -> stats -> play
Brooks Was Here -> play
Reality -> play
It would clean up the menus a bit, and would encourage multiple charts for songs since they wouldn't be repeated within the genre. Extra brownie points if you can condense it the same way in the song list (if this is even possible).
(just four songs I thought of)Comment
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Re: FFR Suggestions
There is something I would like to be fixed. When you click on a genre from the selection wheel it will take you to the pages for that genre obviously. But you can still spin the selection wheel. When you try clicking on a genre that isn't the one you were on it causes problems.
Either lock the selection wheel when inside of a genre or have it correctly go to the genre you selected instead of messing up.
This has been an issue since day 1.Comment
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Re: FFR Suggestions
So basically something like the setup TS is using right?Double post for new suggestion that would actually be a bit challenging to code/sort:
This part doesn't apply to you, but rather the XML that controls the song order. First off - very few people use the genre listings anymore, which gives you the opportunity to change how things work without too much of a notice. Alphabetize the songs within genres, rather than difficulties (this should make the pages a bit more navigable after some time).
My challenge to you: make songs that have multiple charts all be linked within the same name.
For example - let's take a few songs just to demonstrate:
* -> signifies a mouse click on the song title.
Blooddrunk -> Light/Heavy [two buttons that expand after the first click] -> level stats (name/difficulty/artist, etc.) -> play. (in this case, there would be two separate squares to click on, one would load the .swf for the light chart, the other would load the heavy chart)
Bloodmeat -> stats -> play
Brooks Was Here -> play
Reality -> play
It would clean up the menus a bit, and would encourage multiple charts for songs since they wouldn't be repeated within the genre. Extra brownie points if you can condense it the same way in the song list (if this is even possible).
(just four songs I thought of)Comment
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Re: FFR Suggestions
imo the most obvious functions of the game for finding songs should find easiest charts first, because the least informed are also the worst at playing ffr (or perhaps the other way around).
anything that's more useful for people who have already been playing for ages should be secondaryPatashu makes Chiptunes in Famitracker:
http://soundcloud.com/patashu/8bit-progressive-metal-fading-world
http://img.photobucket.com/albums/v216/Mechadragon/smallpackbanner.png
Best non-AAAs: ERx8 v2 (14-1-0-4), Hajnal (3-0-0-0), RunnyMorning (8-0-0-4), Xeno-Flow (1-0-0-3), Blue Rose (35-2-0-20), Ketsarku (14-0-0-0), Silence (1-0-0-0), Lolo (14-1-0-1)
http://i231.photobucket.com/albums/ee301/xiaoven/solorulzsig.pngComment
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Re: FFR Suggestions
Regarding the actual score being kept track of in game, I went and knocked out some pseudocode regarding how this might be accomplished. The key hurdle here, that of keeping track of max combo, is resolved by the fact that multiplayer already is able to keep a running max combo count during the song, which means that the game engine can do it. (Boo out on purpose during an MP game and watch it yourself.)
The other part is how much each "step" is worth:
Perfect - 550
Good - 275
Average - 55
Miss - -310
Boo - -20
With this in mind, the only thing left to do is program the running max combo bonus something like this (I learned C++, so you might need different notation):
Score = 0
currentCombo = 0
maxCombo = 0
...
If stepGrade == (Perfect OR Good OR Average) then currentCombo++
If stepGrade == Miss then currentCombo = 0
...
If currentCombo > maxCombo then maxCombo = currentCombo and Score + 1000 = Score
That is, each time the max combo is increased (by virtue of current combo increasing to the point that it exceeds the previous max combo), the score goes up by 1000 in addition to the number of points achieved for the last step's grade. I think this method is far easier than running the end-of-song score calculation each time the grade totals change.Last edited by igotrhythm; 12-11-2010, 03:06 PM.Originally posted by thesunfanI literally spent 10 minutes in the library looking for the TWG forum on Smogon and couldn't find it what the fuck is this witchcraft IGR
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Re: FFR Suggestions
Would everyone hate me if I suggested removing FFR's combo-based scoring? HahaOriginally posted by ?祇園精舎の鐘の聲、
諸行無常の響あり。
娑羅雙樹の花の色、
盛者必衰のことわりをあらはす。
おごれる人も久しからず、
唯春の夜の夢のごとし。
たけき者も遂にほろびぬ、
偏に風の前の塵に同じ。
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