What makes a good simfile?

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  • rayword45
    Local Teenage Wastebasket
    FFR Simfile Author
    • Feb 2007
    • 3212

    #1

    What makes a good simfile?

    I've heard several different arguments, but it mainly breaks down to two major ones.

    A. Simplicity (As in, only simple streams such as rolls, staircases, and opposite-arrow trills alone with 8th jumps and whatnot) General problem: It's bland and generic

    B. Complexity (Candlesteps, Crossovers, Tell-jumps, Hands, Freeze-crossovers, Footswitches, etc.) General Problem: It's uncomfortable and often unnecessary

    Which one is your take?
    The above post has a 50% chance of being useless. Potentially. Maybe.

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  • lnick
    FFR Player
    • Nov 2008
    • 50

    #2
    Re: What makes a good simfile?

    Here are the two most important things that constitute a good simfile

    a. The song

    b. The chart

    as long as those are good, your simfile is good

    Sig resized to fit allowed dimensions.

    Comment

    • Patashu
      FFR Simfile Author
      FFR Simfile Author
      • Apr 2006
      • 8609

      #3
      Re: What makes a good simfile?

      1) listenable song
      2) chart is thoughtfully composed, number of pointless errors minimized
      3) chart is fun, generally challenging, specifically challenging or a combination of the above (basically it needs a target audience)
      Patashu makes Chiptunes in Famitracker:
      http://soundcloud.com/patashu/8bit-progressive-metal-fading-world
      http://img.photobucket.com/albums/v216/Mechadragon/smallpackbanner.png
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      • who_cares973
        FFR Player
        • Aug 2006
        • 15407

        #4
        Re: What makes a good simfile?

        Knock and patashu got it

        Comment

        • rayword45
          Local Teenage Wastebasket
          FFR Simfile Author
          • Feb 2007
          • 3212

          #5
          Re: What makes a good simfile?

          That's not exactly what I meant. Out of the two types I listed, which is generally preferred?

          For example, ITG/ITG Rebirth files uses a lot of odd techniques, such as Ride The Bass, Oasis, Bloodrush, and Metallik Heart. A lot of files are more like "average" files though, like Ice Cold and July.
          The above post has a 50% chance of being useless. Potentially. Maybe.

          BEST AAAs: WANDERLUST, Pandora, Necropotence, Mourning The Lost, Eradication, Feldschlacht

          Hey, we need some users on this site. Please join.

          And if you have not recommended any albums yet, do so. Please. I have a goal to reach. Here.
          NO WAIT THAT SHIT'S OLD GO HERE INSTEAD.

          Comment

          • bmah
            shots FIRED
            Profile Moderator
            FFR Simfile Author
            Global Moderator
            • Oct 2003
            • 8448

            #6
            Re: What makes a good simfile?

            Well that depends on the audience you're aiming to impress. Are you stepping pad, keyboard, solo, etc.?

            In general however, Patashu got the main things right. If you're thinking that those specific patterns you're referring to is supposed to have some sort of universal appeal, then you have to look at the broader picture. You simply can't evaluate "what makes a good simfile" by the patterns alone.

            Comment

            • Patashu
              FFR Simfile Author
              FFR Simfile Author
              • Apr 2006
              • 8609

              #7
              Re: What makes a good simfile?

              Ah, my mistake.

              Originally posted by rayword45
              I've heard several different arguments, but it mainly breaks down to two major ones.

              A. Simplicity (As in, only simple streams such as rolls, staircases, and opposite-arrow trills alone with 8th jumps and whatnot) General problem: It's bland and generic

              B. Complexity (Candlesteps, Crossovers, Tell-jumps, Hands, Freeze-crossovers, Footswitches, etc.) General Problem: It's uncomfortable and often unnecessary

              Which one is your take?
              A is better for random files that most people will only play once.

              B is better for 'core' files to a game, because then people devote time to learning them. Think about all the tricky stuff in DDR and ITG official files, and then how straight forward everyone makes their customs.

              However, if you make an entire pack themed around being complex and weird then you can use B instead of A.
              Patashu 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.png

              Comment

              • danny53x
                AKA Yotipo
                • Jan 2007
                • 1008

                #8
                Re: What makes a good simfile?

                As previously mentioned--"audience". By whom do you mean "generally preferred"? It sounds like you mentioned pad files. By the way you worded your original statement, I guess you're making this more of an open response question and I also assume you're referring to the expert charts on the songs you mentioned.

                Given only choices A and B, I'll take A (simplicity) when I want a good cardio, and B (complexity) when I want to have fun with something unique or different.

                Comment

                • 00Razor00
                  FFR Player
                  • Jul 2006
                  • 3530

                  #9
                  Re: What makes a good simfile?

                  "What makes a good simfile?"

                  When every note is a different color.


                  Originally posted by t-rogdor
                  hey buddy are you looking for a good song to step because if so i really recommend you step In Front Of A Bus

                  Comment

                  • PrawnSkunk
                    Administrator
                    FFR Simfile Author
                    FFR Administrator
                    • Dec 2007
                    • 3907

                    #10
                    Re: What makes a good simfile?

                    For me, it's the amount of fun I have playing the song.
                    Be that how much I enjoy song, or how the flow & feel of the chart is.

                    Comment

                    • Xx{Midnight}xX
                      FFR Player
                      • Aug 2007
                      • 8548

                      #11
                      Re: What makes a good simfile?

                      When i step I try to think of these:

                      1. Are the notes actually there?
                      2. Does the chart make sense to someone who doesn't step enough so that it doesn't come off as bad.
                      3. Is it reasonable for me to step the song this way due to the song? (ALA if it's a power metal song, I feel I can be very aggressive with layering. But if it's a piano song or say Manny To The Rescue soundtrack epic ish be a lot less aggressive.)
                      4. Would I call this fun?

                      Comment

                      • Madokidoki
                        FFR Player
                        • Jun 2011
                        • 141

                        #12
                        Re: What makes a good simfile?

                        B, most definitely. It doesn't matter how much you feel that it's unnecessary of uncomfortable, files that have a level of depth and complexity are, to me, the examples of exemplary notecharting. It might feel like an overstep or an obnoxiously overworked chart, but that same chart most likely took creativity and time to make. It might not even play well, but knowing that the author put in time to make it interesting, unique and memorable is what makes charts special. And often, those are the ones we try and master later.
                        aka Diokatsu
                        Originally posted by Staiain
                        Lol that hentai that was posted was the first thing i saw when i woke up

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                        • TheNoSoMan
                          FFR Player
                          • Feb 2009
                          • 382

                          #13
                          Re: What makes a good simfile?

                          Whatever you do, don't step nvlm-ish or put 24ths in places where there are clearly none because not a lot of people like that..
                          Originally posted by someone's history teacher
                          Watching porn is like reading recipe books without eating anything
                          "Words of Wisdom"

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                          • leonid
                            I am leonid
                            FFR Simfile Author
                            FFR Music Producer
                            • Oct 2008
                            • 8080

                            #14
                            Re: What makes a good simfile?

                            Well, I'd say nvlm is a really successful stepcharter. Few people have made simfiles that are more replayed than nvlm's....



                            Proud member of Team No

                            Comment

                            • icontrolyourworld
                              Enjoy life!
                              FFR Simfile Author
                              • Oct 2007
                              • 4192

                              #15
                              Re: What makes a good simfile?

                              Imo, simplicity and generic is more fun

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