I'm a half-blood furry, programmist and a digital artist who has no idea what they are doing.
My current project is porting osu!lazer to VR. If you wish to support me, you can do so at https://ko-fi.com/perigee <3
A custom osu! ruleset based on a dance of fire and ice
License: MIT License
I'm a half-blood furry, programmist and a digital artist who has no idea what they are doing.
My current project is porting osu!lazer to VR. If you wish to support me, you can do so at https://ko-fi.com/perigee <3
you have to need to update because if you put the hitokori dll in rulesets folder it won't work.
Connectors do not render ( they are disposed ), some tiles are missed, orbitals freak out. Othwerwise, they work.
Orbiatals should interpolate their trails
The current implementation attempts untangling the map by increasing distances by flipping tiles.
Does anyone have any ideas how we can improve on this? One possibility would be to analize density but this cannot be nicely done with the pattern generator.
Beatmap processor should calculate beatmap length instead of capying it from source
When reverse spin is enabled, the flashlight follows original fire positon instead of the rotated one.
So far tile points can indicate that they speed up, down ( color ), or reverse ( spinning arrow ). They are not "special" in code, the indicators are added when a drawable tile point is initiated based on TilePoint.IsFaster
, TilePoint.IsSlower
and TilePoint.ChangedDirection
.
I propose we add a list of "effects", a derived type of TilePoint
or an enum of "effects". These effects would make a tile, usually upon being hit apply some effect to the playfield. The speed-up, slow-down and reverse ones would not change for now - or ever - as they are merely indicators of Tile Point's properties.
The "effects" would be like mods, enabled or disabled at runtime. For example, a "focus" tile, would make make all angles halve like the with the "squashed" mod, and a maching "disable focus" tile would reverse its effects. This could be nice for kiai time. This would require for drawable tiles to implement animated properties like Tile Point angles. Recalculating of TilePoint properties is already implemented, but will need to apply only to upcoming tiles and the animation would need to complete before the first affected tile is hit to make things easier ( so, apply to all tiles after first tile animationDuration
ms away. This will lag if applied to everything at once, so it needs to apply to all visiable tiles and all tiles added while the effect is active ).
This would initially be an experimental mod setting as I don't want to push a pretty significant change to gameplay too fast.
Thoughts?
Reverse marker and Imporant marker ( spin tile ) can sometimes overlap
I downloaded the latest version of the mod and placed it in the ruleset folder of osu but when I launch my game it says that the mod couldnt be load and to check if the mod has an update even if I have the latest version
I think it may be more readable if you made the orbit ring a little less brighter. Maybe even make the ring itself dotted.
Hello, each time I try to add the ruleset, an error appears. Sorry if I have bad English.
every time i try to launch it says culture=neutral publickeytokem=null
every now and then i get a bug that makes my color circles offset from the rings so when it supposed to hit a circle its not on the circle,
Every time I enter Osu!lazer this message appears:
[error]: Failed to add ruleset osu.Game.Rulesets.Hitokori, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
I tried replacing the file with the latest one, but nothing works.
Does anyone know how to solve this?
This mod would cause game to crash when entering "Settings" overlay in osu! (as of 2024.312.0).
See: ppy/osu#27596
This might be related to long intros.
Exception log:
https://pastebin.com/CkJHSVsj
i have no idea if this would be easy to implement but id love to see a option to change the color of each ball
I have recently installed Hitokori
Before installing Hitokori though, I had uninstalled every Osu I had Being / Lazer & Normal Osu!
Ran both clients (Not at the same time)
No issues so I was glad
But after downloading Hitokori and placing it to the rulesets folder, I had launched Lazer expecting it to be fixed.
The previous time I had downloaded Hk It worked completely fine Until I ran into some random bug and ever since then bm's are now ranked as zero stars and cannot be played
It pisses me off because I love this custom gamemode, But cannot play it :C
Mind you - I downloaded the .dll file not the other files
Sometimes an additional tile generates in the middle of a break.
Add a second "theme" which instead of showing connectors, will show tiles like ADOFAI.
This should be a setting for now, but later on it will be a skin option.
Downloaded latest (0.18.21 to be clear) release and got this error, could be copy of #38, but im not sure.
Version of osu!: 2022.1101.0-lazer.
Upon swapping to Hitokori from any other mode, I get this error (copied from logs):
2022-05-27 01:38:55 [error]: Could not load beatmap successfully!
2022-05-27 01:38:55 [error]: System.MissingFieldException: Field not found: 'osu.Game.Beatmaps.BeatmapStatistic.Name'.
2022-05-27 01:38:55 [error]: at osu.Game.Rulesets.Hitokori.Beatmaps.HitokoriBeatmap.GetStatistics()+MoveNext()
2022-05-27 01:38:55 [error]: at System.Linq.Enumerable.SelectEnumerableIterator`2.ToArray()
2022-05-27 01:38:55 [error]: at osu.Game.Screens.Select.BeatmapInfoWedge.WedgeInfoText.getRulesetInfoLabels()
This subsequently leads to a broken, half-loaded beatmap in its place. I can still play it, however it cuts off at certain points and resumes after 1-3 seconds.
osu!lazer version: 2022.523.0
Apperantly, Osu!Lazer dosent see Hiktori as an accual beatmap. Is this a bug? (I got it from rulesets.info btw)
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