Just had a good idea but the coding involved might be complicated. Make a varient on the auto-fail system that deals with points instead of accuracy. I.E. I'm in a tourney and need to get x amount of points to stay in. I set the point autofail to that amount and if at any point in the song it is no longer possible to acheive that goal it quits.
For some reason, if I press the enter key when using the search function for Velo's engine, then try to search a song, my results will always remain blank. That is, until I either restart the engine or play a song and go back to the main menu. (I pressed the enter key because I thought that would execute my search, but it doesn't.)
Also, the arrow buttons when scrolling through the genre wheel seem less responsive; I have to click a few times (or click within a few seconds of each other).
Finally, if you were looking through the settings menu while you are loading a song, and that song loads, the game will commence, despite the fact that the settings menu is still in the way. You can't remove the settings menu until you press the "settings" button again which is only available at the main menu. If one hasn't decided on the settings, the settings menu should disappear if a song has loaded (presumably with the previous settings you've had).
Some minor errors in the code, I'm sure, and it's written in some bat**** combo of calculator BASIC and JS, which is the way I think, but eh the idea gets across
Course, if Velocity just copies and pastes whatever he does in his engine, then that's totally unnecessary.
I don't quite get how it works though. I tested on 'Infection'. The AAA score being 886450. So I set the points autofail to 886449, meaning that if I get anything less that perfect it should fail me, but it didn't. Conversely I set is to 10,000 and reached that amount and also didn't fail like the accuracy autofail would.
Edit: How would this coding work as far as lag btw? Running a multistep calculation at every keystroke can't be good. vROFL is gonna start crashing computers.
Once the game is loaded it is running from your own cpu. It would be a negligible amount of calculation for any computer made in the past 5 years. It could easily lag on older computers though.
For some reason, if I press the enter key when using the search function for Velo's engine, then try to search a song, my results will always remain blank. That is, until I either restart the engine or play a song and go back to the main menu. (I pressed the enter key because I thought that would execute my search, but it doesn't.)
Also, the arrow buttons when scrolling through the genre wheel seem less responsive; I have to click a few times (or click within a few seconds of each other).
Finally, if you were looking through the settings menu while you are loading a song, and that song loads, the game will commence, despite the fact that the settings menu is still in the way. You can't remove the settings menu until you press the "settings" button again which is only available at the main menu. If one hasn't decided on the settings, the settings menu should disappear if a song has loaded (presumably with the previous settings you've had).
I haven't added enter key search as you stated, the reason why it fails after using a enter key, is it's trying to match songs including the line break.
Genre arrows have indeed slowed down, not sure what's causing it, but I'll look into when I get home.
The autoclose of settings broke at one point and needs to be fixed, should be easy.
Originally posted by spm515
I don't quite get how it works though. I tested on 'Infection'. The AAA score being 886450. So I set the points autofail to 886449, meaning that if I get anything less that perfect it should fail me, but it didn't. Conversely I set is to 10,000 and reached that amount and also didn't fail like the accuracy autofail would.
Score is done differently, it's a total amount that you have missed in raw scoring, one way to view this is to hover over the score while playing a song to display the raw score missed. This is also the number that shows up on the score screen as missed. If you were to set the score fail to 1, you would fail out for anything besides perfects as anything else adds to the lost total.
I want that Perfect/Good/Avg/Miss/Boo pull down on the replays to be implemented in the real thing.. Make it optional or something.. Would be awesome cause I fail at seeing my goods cause I actually have to read "good" in order to know it happened.
I want that Perfect/Good/Avg/Miss/Boo pull down on the replays to be implemented in the real thing.. Make it optional or something.. Would be awesome cause I fail at seeing my goods cause I actually have to read "good" in order to know it happened.
Both replays and the engine use the same swf. In the settings it's called "PA Window"
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