#LineTapper
1 messages ยท Page 2 of 1
I can't right now
Yeah
Did you have to get off?
Unfortunately yes
Sadge
๐
Welp there's always tomorrow
Unless there isnt
Wow
It's kinda like an on and off thing
When you get off, that's when I start working on ltpj to make a pr. When I get off, then you start working on lt.
(ltpj:line tapper: project lunar, lt: line tapper)
when i thought of ugc i really thought only about maps lol
cuz its not fnf, just another nice rhythm game to have
Yeah
I'm planning to add vfxs to the tutorial / intro song of the game
Also maybe will try to remake the song cuz it sounds just too slow and not really unique
tutorial is meant to be slow
It just needs to be upbeat and stuff
working on tile animations
While the chart itself should teach the basics of the game
mm
makes sense
I've figured how to invert cliprects yay
Bro
I just made the hit effect last night
.
Welp
All that work for nothing
Bro Im actually so sad oml
Wait tf is this emoji
Aw hell nah
Wait can i see yours
I thought the "tile animations" was animated tile sprite
Sorry about that 
It's ok
Alr
Ohh, it's also colored based off the sprite
mhm
How di d you do the hit outline?
i made a sprite
.png file?
yeah.. FlxSpriteUtil would not work
alr well
which one will be used
Maybe mine?
ok
did you make a commit
Yeah
and you also did a miss effect and text, right?
I haven't done it
I kinda have to think how to do letter spacing tho
Aight sure
be there or be square
fixed it
and I rewrote a bunch of stuff
ima make a whole folder due the the fact that 3 classes go into a single ArrowTile
you didnt have it before..?
your also making a fork?
yes
oh
i had some ideas and i wanna properly check this out
what will it be called
same ๐
the urge to completely remake this
bruh
also
im gonna make a pr in a few mins
This kinda reminds me of ADOFAI's Free Roam mode in the No Hints Here level
Honestly what if LT have one
oml
(snake in nutshell)
chaos
true
Fr bro
i found out that
if you miss in parts with a lot of notes next to eachother
your start missing even if you press the right notes bc the safe frames are too big
so i moved it to 20
still too big
10 still too big
What the hell
ikr
10 should be the tightest safe frames
nvm
Src: funkin
Huh
i tested wrong
Ah alright
h
Alright
Heheh yeah
taps your line
What if you don't?
mb
mb for interpreting it like that
im currently pissed off because i lost 4 games in a row
imma work on hxpkg
(ignore this i wanna chill in chat and have my todo in 1 place)
Aw, That's unfortunate
HxPKG todo list leak...
rivals can be very
enraging
yes..
I could relate
make outlines fade in and appear from wider range
huh they added challenges?
intresting
well actually
it's gonna look kinda strange
i think that should be a setting though
that makes sense to me
nuh uh
i launched osu just to show it as an example
I meant with overlapping notes
bc you could have a note set to where you press it twice, then a note that appears ahead on the same spot could appear on it
and its gonna look strange
mm i forgot the level that throws you off by forcing the circles to stay in one exact spot rather than visibly stack
but really osu's readability is dependent on the approach circles rather than the notes itself
i wonder how non-linear approach anim would look like
anyways just try it
ok
quartOut my beloved xd
oh btw i had some ideas and probably already discussed most of them here already
add hold tiles too
and make their path depend on the bezier curve
cuz going straight is boring
or actually add paths to every tile
also are you afraid of this moment
i installed vscode back cuz vscodium lack of marketplace is killing
and integration support
oh btw when is the playable build gonna be released
arent distances between tiles normalized?
eh ill just go recreate linetapper lol
for some reason i dont feel like interacting with someone's code and rather write my own
Default osu skin spotted
On lazer though
Plus for that
xD
I use default cuz triangles effect
otherwise no reason lol
xD
why is everyone recreating LineTapper
someone should remake snake in line tapper
๐งโโ๏ธuhhh ...
Freeroam mode 
working on custom bg/bg videos
There's a lot of tweens here holy heck
I don't think Tweens are reliable since sometimes it can cause few issues
I'd prefer calculating the properties in the update function though-
if they dont affect gameplay much then tweens are good
oh damn i just pulled the latest commits fron og
i didnt know it was arrows to control, not one key to control
that makes it much harder
Og?
aka your
Oh
What do you mean by that?
instead of tapping any key to the beat, like adofai, its directional keys and damn its hard
It's been like thatt since the first version of it lol
first versions didnt have controls :p
There will be an editor for it
There's few songs i've added to the game for testing incase you want to try those
Updated the logo to match the new tile sprite
I think having so much rating texts aren't looking good for the gameplay
Maybe i'll move the rating text to above the player instead of placing them on every tiles.
really if you need help with design adofai and osu already have everything you need
also wheres my antialiasing >:(
you should pin the github link
How though?
Oh that's useful

id suggest making an actual animation controller instead of using tweens like this because this can get very long, very complicated and very difficult to maintain
Huh where's that
Ohh the intro state ๐
Yeah looking back to that it's kinda ugly
Should i use GPL License for LT
Or uhh idk
Dunno how licenses work
Dunno how licenses work
hm
uhm
i mean it works
not really buggy at all so like
if it doesn't glitch then its fine
ALSO
a
Ooh really?
yeah
Neat
Peak song
fr
I've made a simple script for fun for konton boogie
in hscript?
nah bro lemme see it
why not hxvlc
it's by Jigsaw? lemme see this rq
it's maintained more regularly than hxvlc
thats a reason to use hxCodec
why suggest hxvlc if its not maintained
huh
more regularly than hxCodec**
ohhhh
YOOO
W
THEY HAVE VIDEO SPRITES
yoinked
were using hxvlc instead
bc i had to manually make a video sprite with hxCodec
bc it wouldnt layer correctly
i see
also
sad no hl
does setting the volume to 0 silence it?? when i do that with hxCodec it makes the volume low, but still audible if its a quiet part of the song
No idea to be completely honest
probably because the lowest volume is lower than it should be so it doesnt get muted fully
I might also add a tileProgress field to Player.hx just for easing and stuff
YESS
because actually instead of removing the audio part on mute it literally just makes it quiet asf
waitiit
Extremely simple camera angle script
addLib("flixel.FlxG");
addLib("flixel.math.FlxMath");
function update(e){
FlxG.camera.angle = FlxMath.lerp(0,FlxG.camera.angle,1-(e*12));
}
var leftBeat:Bool = false;
function onBeatTick(beat){
if (beat % 2 == 0){
FlxG.camera.angle = (leftBeat ? -10 : 10);
leftBeat = !leftBeat;
}
}
tf
wait
Huh
you should like
make it so that the position is linked to Conductor.instance.time
so you can rewind and the player moves back
I'll be doing that :]
W
well actually
Player.hx uses a weird method for the movement so it'll prolly get reworked
make it linked to a value witch updates with Conductor every beat or so, and make it so you can disable it so you can do things like rewind the player position but not Conductor, so it won't ruin everything else but only rewind the player
yeahhh
can't really rewind the way it is now
What would be the rewind feature to be used for tho
modcharts
Modmaps (ew)
that like asking what are "modcharts" supposed to be called in FNF
modcharts
what are "modcharts" supposed to be called in NOTITG
modcharts
lmao
eughweh
icky
i think it should be called modcharts
FNF and NOTITG call it modcharts
They're 4K rhythm games tho
uhhh idk what to add lol
What's preload
function that runs off thread to load assets
are there any assets to preload
The loading screen after the intro sequence at the start will later be used to load the game's assets
you game(whatever your making) also calls it Assets
I wouldn't want to have a fake loading screen that ends after 3 secs ๐งโโ๏ธ
i have a caching util that im not using
it does work
we can use that
I also have one from my engine
it also gives you progress
mine is from a dead game
im hoping this wont die
Caching are pretty much just threads under the hood so ๐คทโโ๏ธ
doesn't seem like it will
fr
if there werent threads then the game would freeze
not very
appealing
i LOVE seeing games freeze
i hope mine doesnt result into black rectangles again on *state switch :pray
tf
Looks funny with animated sprites
The box changes size in each frame
no they're static and i had to turn on the flixel debugger
idfk how i managed to break flixel caching so bad
- the audio is still there just really faint, just like hxCodec
i set the volume to 0
i can't anymore
the audio just stopped working
wth
all i did was compile with video.bitmap.mute = true instead of video.bitmap.volume = 0
and i even removed it
it's still doing that
ima switch back to hxCodec, hxvlc is too buggy for this bro
yea
iirc
it doesnt
its just really quiet
not to mention after a one compile of setting the mute variable to true, the sound of the game stopped working
after I disabled it and recompiled
many other times
no more audio
so can i fix that?
i cant notice the difference
for me its still quite audible at quiet parts of the song
but i cant even test anymore
bc of no more audio
for the whole game
volume is probably being set as (1-volume) * -50 or smth so its still audible in your case that overflows 50 or any arbitrary value to mute it normally
idk how to explain it otherwise
cuz volume is actually in non-normalized decibels
engines usually just mute the audio if it reaches a certain threshhold
does NativeCFFI do this with volume? its cpp code
Hey core, when I get home (5-6 est) I'll make a pr. The pr has a bug that if you leave a song with a video background, the game crashes.
But it only crashes when it goes to menu state
Not when stopping the video, but going to menu state
I couldn't fix it after half a day of debugging
Souhh
I'll let you fix that bc I can't
Humble beginnings
Sure
The beginning of LT
#showcase message
Actually here
What
In total we now have background support, including videos and images. There is also main menu music. The main menu music actually has a modified starting animation to match with the song. There are also linemap versions. The versions of linemaps rn are 1.0-alpha-v1 and 1.0-alpha-v2. there are also songs without versions, which don't have backgrounds or themes. These are called legacy maps. 1.0-alpha-v1 has themes, but an old and messy custom background structure. There isn't a modifiable alpha value either. 1.0-alpha-v2 is the most current, with a cleaner background structure and alpha support.
I'll make that all in a pr tomorrow btw.
The versions sound very complex
But it isn't really
Legacy maps are literally just maps that were never used for testing, thus they were never updated.
Alpha v1 is tutorial, alpha V2 is konton boogie bc I love it
And konton boogie has a video too
W
Um dude
So you wanna make the videos have no sound at all
Right?
video.load(path, [':no-audio']);
If you want to handle the volume yourself, just disable autoVolumeHandle
Oml this existed!?
I feel so stupid but I can't thank you enough
๐
this is such an epic win for linetapper
Uh
Not really
There is a bug that's been lingering for days
The game crashes when leaving a song with a video
dang
well maybe see how other games handle video code i guess
(idk about hxvlc so ig i cant say much here)
I only know one other haxe game with videos
And it doesn't use hxvlc
It uses hxCodec
Whats the crash log
So then it's probably a C++ level crash
Shiii
how bout when doing lime test [system] -debug is it not showing there?
I always compile with debug
hm
In that case I usually just put a bunch of traces until I figure out where exactly it crashes
I tried using destroy but it just crashes with no message
Or you could also probably use a profiler
What's a profiler
an app that lets you see a bunch of stuff in real time
^^^^
That's what I was gonna do when I get home
stuff like how many objects are allocated, what's taking how much time in a function etc etc
for the longest time the most popular one was hxscout https://hxscout.com/
?
I see
replace the video with a blank video (like hardly any bytes in size) when the proper video is done
or somethin
but recently a really cool pr was made to hxcpp adding support for another profiler https://github.com/HaxeFoundation/hxcpp/pull/1153
What would that do
so i would need to compile to cpp just to use the profiler?
I always compile in cpp
damn hl life is harsh
I don't see a reason not to so
And ive always done it
What's hl
hashlink
cpp build times are giantic
Fr
1:17 for a rebuild ๐ญ
hl compiles in like 5 seconds compared to like 15 minutes on first run and like 10 seconds after
for me at least
What is hashlink
HOLY SHIIII
its like neko but better
and hl for me is uhh 17 for a clean compile
i love hashlink
but the lack of libs is ehhhh
ngl i've only used like flixel and flixel adddons for hl so only lib i know that doesnt work is like a discord rpc thing
same
(i've only used cpp, hl, and html)
yeah i will have to move to cpp at some point, or at least add non-critical stuff to cpp and use hl for quick test
Nooo
No discord RPC?
I'm sadge
C++ externs won't support HL
What's a cpp extern
no discord rpc but its not the end of the world
no discord and no videos
No videos!?
Stuff like Discord RPC is originally a C++ library
I cant
that just has functions mapped to work in haxe
Yeah ik
But what's an extern
for example when you're calling C++ functions from Haxe
I didn't know that had a name
Wait what was I talking about
hashlink
in cpp you can just make it a plain code while in hashlink its a bit complicated and you have to compile a dll instead
Souuhh
It happens at the start of menu state
So there is no video in menu state
Oh
I gtg
is it because it gets destroyed while it plays
or just gets destroyed
I stopped the video
It won't get destroyed
Bc when I call destroy the game crashes
so thats an issue with the lib instead?
Idfk
try putting a try-catch maybe it will catch the error
it might be threaded so in that case you will have to do that in the thread it creates
i hate that threads dont give you any logs unless you catch and trace them yourself
Show your code
Hxcpp debugger exists
Any any case
This class extends FlxSprite to display video files in HaxeFlixel.
Look within this, you'll see a little example where it also destroys the video sprite
I took that code
And it crashed
Alr
Uhmm
I'm kinda in mobile, is it ok if I just make you look at the repo?(Just 2 files)
I just wanna know how it crashes, the logs
As I said, no errors
It just freezes for a sec then closes
No error, no message box, no nothing
Enable the libvlc logging
How
What platform are you using
Abt to be home
souhh
didnt work
no error message
i stop the video
it traces stuff
one sec of fading out(nothing related to the video)
then transitioning to main menu state
welp
time to trace
Shiiii
so like
it runs the new function
but it doesnt even get to create()
welp
this didnt work
i would have to recompile telementry
with new code
which ive never compiled cpp and im not learning how to compile in cpp
welp
hm.
im so done
fr.
this shit has been on my ass for days
and destroying the video doesnt do shit
tf do i do
im starting to get desperate
NO WAY
I JUST FIXED IT
๐
@ancient spruce just made the pr with 30 commits
"Full Image/Video Background support, Linemap version support, Menu music which syncs with the main menu."
gl merging that
your gonna be there for a while
also core the move velocity is broken now
and the game crashes when moving to autoplay
good job
alright
i'll fix them once i got home
@novel gust Why's your pr changing LineTapper's name
Wdym
Shii
Wrong branch
Mb g
See what was supposed to happen
Was that I put all source files on the "og-game" branch, then make a pr with that
Bc the og-game branch doesn't have any branding or name changing and stuff like that
Also how is fixing the bugs going
Bruhh
I haven't merged your pr yet
... Now i have
No HL? ๐ฅบ
eh
Hashlink bindings are completely different
You use hl?
I use cpp
Hence why I could use hxvlc
For videos
Yikes
๐คจ
Ok
How?
depends on your distro
After that?
should be done?
Yeah...?
I mean like what should i do next after installing libvlc?
oh wait
It's compiling now
Wait why is my ArrowTile.hx is removed
i ated it
sudo apt-get install vlc libvlc-dev libvlccore-dev vlc-bin
erm... apt > apt-get...
its newer
i swear bro why is everything becomes so buggy
cosmic rays
okay so i decided to reset the changes since it's literally buggy
In case you are gonna bother me about "null errors" in hxvlc
https://github.com/MAJigsaw77/hxvlc/commit/6af9148bda3e0d489392bc5d91e27877a4ef3d19
THATS WHAT I SAID
oml
I thought that was you
I had to reset my changes to a different branch aswell
Well I have one idea
To make it not so buggy, I'ma just add in the code from your latest commits then make a pr, bc when I manually merge them, the game just kinda dies
So I won't be merging
I only merge when I'm outdated with the og branch
So I'll merge with the og branch, fix the build, then make an actually good pr
So that's the grand plan when I get to my computer
if you work in pair, make a separate branch for development purposes and dump stuff there
allows you to merge stuff as well
and when the update is done and well tested you can push it to the main branch
otherwise just delete the branch and copy the main if something broke
See
That's what I would do
But I'm not a collaborator
So it's so difficult to merge
Bc there is like 6 conflicts each time
you pull everytime then
before commit
and merge properly as you want
then pull request
or ask corecat to add u
Huh
I should
cuz looks like you two do lotta job so its fine to merge directly
Hey @ancient spruce can I be a collaborator
Fr
Ehhh, dunno ๐งโโ๏ธ
Why not?
I still have to think about it
lol, it feels like you are attempting a coup d'etat from corecat
๐ฑ๐ง
I might have found a way to get dear imgui into flixel
So I'll prob use that for the editor
If it works
It was from a branch 57 commits behind main in the repo which just happens to be 7 years old
So I'm a bit skeptical
But I'm hoping it works
It's like you finding 1 year old Fritos in the corner of your pantry in a world where Fritos went bankrupt and stopped selling them
You just hope it's not expired
For the editor, i was going to go with KumoUI by MKI, but maybe will try making the UI manually just for the game.
I see
Tbh is imgui won't work in using that
KumoUI is like imgui but haxe
Oh
If KumoUI and imgui works
Maybe we can have different UI render modes
If both KumoUI and imgui work
I wouldn't want to have 2 UI Frameworks be in one game as i suspect it'll cause heavy performance impact
U right
I guess if imgui don't work
We can use kumo
(imgui prob won't work)
From what i've seen KumoUI is nice
(I just wanna test it tho)
Agreed
Also uhh just checked Imgui, it's made for c++ yeah?
Yeah
I compile to cpp
So those bindings are bindings that I can use
I've never compiled to smth that isn't cpp
I kinda hate compiling to cpp as it's compilation time is horrendous
Hence why I used hxvlc
First time it is
All times afterward are much better
Hl has a lot less libraries, and to my knowledge, no video support
Bc no vlc bindings
It's much useful to quick test stuff
How quick?
As i don't want to wait for around 30 secs to compile the game just to test if a text appears on my screen or not lol
Bc for me it's a solid average of 10-20 seconds at worst
It's half a minute
Also half a minute is horrendus
Goddamn
It should take 10-15 secs
HL compiles for 15 secs if i remember correctly
just disable anything that needs C++
HL is for testing mainly
(source: my fnf engine's compilation time)
So you don't really need everything
See?
Same average compile time
Why would I switch
<haxelib name="hxvlc" if="cpp"/>
30 seconds is horrendus bro
Mhm we can do that
Wait
We should have a video support flag
For hl builds
Also I need to find out how to not compile to cpp
Bc ive never switched from cpp
Also please double check your PR first whenever you're making one, your last commit changed the game's name

The player velocity being changed is kinda unexpected, since there's nothing that modified the player
Also crashes in autoplay ๐งโโ๏ธ
I decided to revert back to my last commit as I don't know how to fix that either
Ratings are already an enum, so use those instead of strings
There's so much stuff i need to think before applying those to the game
Also i might switching projects since i have other unfinished projects, LineTapper will be worked on but slowly (just like other projects i own)
๐บ
W
Yeah that happened after I merged
Well it's fine
When I get home
I'll make a pr that actually fixes this all
Wait
All you added was the rating enum and the timebar right?
Your latest commit removed most of my changes unfortunately
But i managed to recover it
What changes did you make
Bc all I saw was the rating enum and the timebar
The merge thing in vscode is ass, that's why it was so messed up
I don't remember it's all mostly improving ArrowTile.hx (the one i used) and playstate
That's why I wanted to be a collaborator
So I don't have to risk breaking everything then moving to an older branch
How was it improved? All I saw was your arrow tile square effect box thingie which I already used in my pr
I don't use groups and tweens
Also the way to access tiles in your pr is
tile.tile is kinda funny
I prefer using the draw method lol
My experience with the draw methed fucking sucked ass
I don't like using groups for just 2 sprite classes
Ehh its really just overriding the draw method and draw another sprite from it
No matter everything I tried
Ik
And it didn't fucking work
Nothing worked with that stupid ass draw call
So I'm never using it
Ever again
... But LineTapper worked?
I stick with FlxTypedGroup
I'm not risking that weeklong goddamn trauma again
No sir
Lol uhh alright then
I don't like the idea using groups since it just eh for me
Unless there's a lot of objects, then i prefer to use groups
If it's just 2 or 3 sprites, i'd use the draw method
I will try to change the player movement method to a much more reliable ones than using velocities
Using the conductor time directly than using elapsed time
Yeah make it bases off of a variable that sets itself to the conductors time, and make it so you can turn it off
The profile icon is gone from the main menu btw
It can't access the link lel
That explains it
I didn't add proper checking as i don't know what event listener actually be fired when it failed accessing the link
It all happened because i changed pfps
(imagine changing your pfp, your game broke)
10/10 game experience would play again
Ok in that case I'll be mainly head of development
not in an authority sense
I don't mean that I'll temporarily be the new director or smth
I meant that it seems like I'll mainly be the one working on the game
Sorry for the (almost) misunderstanding
It's alright
As the game creator, i prefer to not rush the game:3
Another misunderstanding
I meant to say that it looks to be that way
Not that I will be the one to work on it
But it looks like I'll be the one working on it
Adding sprites via script resulting a draw call error
I am still investigating the error
I TOLD YOU DRAW CALLS ARE ASS
I TOLD YOU
This is why I don't like draw calls
Funky as hell
It's not that
Dude if there are no draw calls at all, the game would be just an empty void
It appears when adding a sprite or something, it actually returns null valhe
*value
Draw function tries to use .visible field from the corresponding sprite and turns out it was null
Null Object Reference / Null Function Pointer was thrown (i forgot which one)
It's either i was doing something wrong or is it from the Scripting Backend
Eh, i'll check it later at school
I can check it
Gonna be home in a bit
bro wants to be a contributor so bad
Incorrect
I have nothing to do when I get home
๐
CORE!
one issue fixed!
player velocity fixed
now i have to fix the tile crashing
(also you broke the player velocity)
(a thing that you added broke it)
(lmao)
(why am i still typing in parentheses)
(eh whatever)
it's 1:17 in my case :p
so never gonna target cpp for testing ever again
What?
taps your line
The game works fine for me before your commit
Eh it doesn't matter anymore, it'll get rewritten anyways
Agreed
Ended up busy today fr
@ancient spruce
good news
timebar is in
all i have to do is get in the rating enum
then I can make a pr
what
i re-added your timebar
from the broken pr
now ima add CPP_MODE and rating enums
and i can make a pr
that isnt broken
You're still using the grouped tiles isnt it
i mean do you want it to not be grouped?
bc i can try the draw call again
yeah
it's really just two objects
๐
your right
i can just have ArrowTile and the square tile effect
Theres one i made and prolly just use that
what's CPP_MODE
Oh yea i forgot to ask that
if your compilling to the cpp target
so if cpp mode is disabled then cpp librarys and features won't load
why not just check #if cpp
cpp has a define?
You could just use if="cpp" in the xml
thats handy
every target has a define
controls?
i dont think they're friendly
in options, you mean?
like thew controlls to play?
bc they will be customizable
in options
thats my code in my version of the game
i hated the concept of using directional inputs
damn
hate?
thats kinda like
the point of the game
interesting.
i thought theres directions so it doesnt look like taiko where notes just come from one direction
no
there are directions to press the direction on the note to lead you to another note
etc.
but really controls are hard apparently
huh
if they are difficult you learn them
thats like saying fnf is hard
you get better as you play
you dont chcnge the game to be easy for you
fnf wasnt that hard, its just 1 type of note per line
i mean you could
and i differentiate them by colors, otherwise they turn into blobs for me
its an analogy
im not saying you think fnf is hard
im saying thats like if someone were to say fnf was hard
again, its an analogy
im not saying you think fnf is hard
ill just keep workin on my ver then
ok
smh difficulties
literally listening to it rn...
uuuhhh, it's kinda the point of the game though
thats what i said
bro
core i tried using the draw call
it failed me once again
- the square outline deosnt draw
- tiles are slightly smaller
- player velocity broke
are you making another arrowtile
- it crashes when you hit a tile
because my version works normally
...
like i'm being serious
it worked as intended while i was testing it
could you maybe send a screenshot of the code? cuz there's no way a draw call could broke the whole game (especially the player velocity)
unless there's another thing being modified
point of the game is tapping on the tiles
it would've also greatly translated to mobile if it was one key
there's a reason why i added arrows in the tiles
๐
yeah i thought it was a hint on whats the next direction the player would fly towards
also the controls already hinted before a song being played
"Controls: WASD or Arrow Keys"
i joined before the game was even playable


