#LineTapper
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and i still had the commit since that until you guys started working on it more and i wanted to check out how it actually plays
yyyeah
and as you see i dont like the concept because its hard to follow in practice
for me its like if adofai had 1 key per orb
that would be painful to play
can someone chart a spongebob episode
im cooked
there are 4 issues
each one with no error message
game just crashes with no message
and idk what to do
bc idk where the errors are from, nor do i know where the bugs came from
compile with the debug flag
no i have been
it tells you exactly where the game stopped working
the whole time ive been working with this game
i compile with -debug
no error
no message
what's the terminal output
you can't just not get a callstack
yeah well it happened.
do you use cpp or hl
cpp
ok
you can
if it's a C++ error or something
i don't know the specifics
my debugger doesnt work anymore
tf
nvm
its working now
shiii
guys the debugger just did nothing
the game crashed and the socket crashed along with it so likee
still no hints
WAIT
I HAVE IT
OML
wait
my playstate got rolled back
tf
i was on the wrong branch
i had to remerge
well
now i can actually test if this works
bruh
ok
good news but bad news
squares dont draw
but everything else is fine
yeah 4 receptors
here its kinda 1
blehh
it has 2 keys cuz you need speed on streams
now imagine tight tiles with different directions and you have to read all of them in one moment
good luck hitting them
thats just bad gameplay design grr
only morons play osu mania seriously duh
anyways i realized long time ago that you guys wont move from your idea so i abandoned it
even left the thread but got pinged so it returned me back
play adofai with a unique key attached to each orb.
LT is like adofai but more straightforward
and in LT i thought its the timing game, not the undyne battle simulator
it will become a problem quickly
theres lagtrain map
i already have some experience but its still off
the concept of tight timing doesnt play well with the concept of tap directions
i have to say that i side with ral here, i also thought that linetapper was a single key game
it feels weird to think of it as not that
really, i was excited to play the game, imagined how well it works on mobile, and then it all just got crushed cuz of directionality
again, for me adding arrows just helps with reading the gameplay, and adding forced input to those arrows discards that for me cuz now im trying my best to not mistap my keys
i tried playing split keybinds but it went even worse so im restrained to using one hand only and it cuts the speed
@ancient spruce
draw call doesnt work
there is literally no other issue but the square effect not drawing
thats it
im gonna make it so you import a group
then it adds the effect to the group
bc drawing it manually doesnt work
just like all of the other times ive used the draw call
it will garenteed never work
and is a waste of time
(for me it is)
make the approach sprite a just usual png
anyways you have unreasonably large assets so why not
no
there is code to generate it at runtime
thats not the issue
its not the graphic
i can add it to a state and it draws fine
its just when i use its draw call nothing draws
Dude which ArrowTile.hx are you using??
You want me to remove the directional controls?
corecat you should totally look at #1202383067373637642 rq
What thing should i specifically look at?
dw about it, there was a whole debate between Ral and MKI
to sum it up, dont remove directional controls
i removed ArrowTile and made it only 2 files
so its just ArrowTile.hx and SquareArrowTileEffect.hx
so im using ArrowTile.hx
So you're not actually using my arrowtile
Lemme see your arrowtile code
ima be in vc if anyone wants to join
I'm going to rework the player code
huuughh
oh my god I've finally finished it ahhh 
really got stuck at the movement code
new commit:
- changed controls from wasd/arrow keys to any keys
- player movement code rework
- player.hx documentation, i think
- reduced draw quads count made by particles in the main menu
- fixed profile not showing anything
- menudebugstate shift key fix
- a lot more i think i forgot
changed controls from wasd/arrow keys to any keys
rip
๐
YESS
don't mind if i do
ima merge this rq
but im trying to make videos work on hl
i originally tried ffmpeg
but all libraries were either cpp, or didn't have a way to do things like modify time, volume, or any of that
im actually about to just make a goddamn wrapper
wait no
i cant do that
FCKHJDSKLJF
WIIWIIWIW
I MIGHT BE ABLE TO MAKE A VIDEO LOADING LIBRARY FOR HL OPENFL
oml
no way
ill be the one
well i wouldnt say that but
ive seen no other hl video loading library
and it's so damn simple too
tell me
This gives me an idea!
is it the hxvlc for HL
that exists??
no im asking if thats what ur making
TELL ME AAAAAAAAAA
lmao
๐ฅ
i've never loaded a video in this modern day and age sry
@ancient spruce can you help with this
or do you not know
I never tried loading video in ofl
awwe
bonk
guys
bad news
i got half the way there
but the second half will take an uncertain but really long amount of time
so im gonna use cpp
what are you even doing
yeah but like how
I was gonna make an html app that has commands to manage showing videos on the html
then show the html on screen
but i never researched if there was an html library
and i discovered that there wasnt
so my other option was to manually decode the mp4
yeah that's a lot more complicated than just writing bindings for a video lib
(in reply to the html thing)
i dont know of any hdll that loads videos
i dont even know how to load hdlls
i havent even used an ndll
well yeah you'd have to write bindings yourself
neither do i know how to make one
no i mean the actual hdll file
that gets generated from the externs
on hashlink? no
i dont think im understanding what your saying
the hdll gets generated from what externs?
so from my understanding
you write "glue code" in c that that takes care of whatever lib you want to port over to haxe and converts all the data into haxe friendly stuff
that glue code gets exported into a hdll
cant go for that approach
it isn't too hard but it's slightly trickier than just C++ bindings
you make a dll using hashlink provided types and rename it to hdll
Atp just exclude video libraries and codes when the game is compiled to HL, HL is used for testing anyways.
Ok
evil brother of the LineTapper
no visuals cuz I fucked up this version of state manager
Honestly now I'm working on it cause it's fun
I only have 2 walls ahead that I can see
- Turning the image data into Bitmap data
- Getting audio
Getting the frames itself is already done in the example code if the cop library I'm using
I can't find audio anywhere
yum modcharts
what is going on
i merged
NOT modcharts
shit is buggy asf
trying to tape it up for shipping
its contens keep pouring uncontrollably
a time traveler, it seems
is the only way to fix this
hold on gimmie a second I started listening to my mix on youtube shit is ASS fr
OML
I FIXED IT
HOW
made a pr that isnt broken
a lot of the code integrity was lost however
so you can recover that when merging
and if you merge and It's broken, just know it isn't my fault
bc I tested this
the only bug was with your new movement system not accounting for when you hit a tile early and the player would lag back for a few frames
thats the only bug
and its a small one
oh yeah and that sometimes the pfp wouldnt load when booting up the game
thats the only bugs
anyway
with that said
good luck
Ill also make a native.hdll soon so If you compile to hl you still get native cpp windows functions
damn bro a lot of the files that i've changed / made will get removed in your pr
that worked normally for me
thats what i was saying, the code integrity is a lot worse
man this sucks
steals the game concept
merges are just ass bro
cause shit like this happens
and code integrity gets worse
losing the other persons work bc things are breaking
and you need to revert to your working version
nvm i'll just continue fixing this later
LMFAO
whats happenin :sob
...
ive waited 10 days
on you
because I was waiting till you did the pr before i kept working
but at this rate it's almost half way through october
so ima just start working on my fork regardless
oml
-# My text is so small
-# Im addicted
also Core do you have a todo list
if so, send it
if not, make on up
sorry
i just can't focus on working in a single project
also i'm still thinking about merging your pr
CREDITSSSS I love credits
Uhh
So like is this discontinued
Cause I've been working on ltpl and lt has had 0 commits since the pr
Fun fact
Me and my friend remade the conductor-based movement system
Cause there was a bug where if you hit a tile early then you would move diagonally to the next tile
But the new system fixed it
I did a lot more things too
Like the loading screen actually loads in something now
And I added a loading bar
Now I'm working on an asset folder structure rework
And then themes
Then the song selection menu
That's the plan for ltpl, idk abt lt tho
no it's not discontinued
Sorry for the inactivity :']
I made an update to the Map file, here's how it looks like right now
tiles are no longer forced to steps, but instead it uses miliseconds time now.
data will be used for game stuffs, such as what version of linetapper does it made on, and it's api level
apiLevel will be used for scripts and backward compability stuffs.
meta contains stuff like Artist, Charter, etc. This can be modified by the player later on the map / level editor.
name will be used as a display name for the song in-game. Let's say the song's name is "Lagtrain", but the name field in the level / map file is "Lagtrain (Remix)"
I might also add difficulty specific audios / song tracks if this is getting added ๐บ
"Charter dependent"?
I was going to add official tracks / songs ๐งโโ๏ธ
bwaq
bundle them in like osu does, force the player to autodownload them
discord forgot that gifs should play, brah
now this tiny gif is stuck
Smol
yo
Working on the transition rn wawa
Color changed!
Intresting
I had worked on the chart format a bit myself.
Tbh the step-millisecond system is something I'll need to port over
Along with the metadata and name of the song, and I would like to reorganize the way tiles are organized to make it match yours
Honestly I find it interesting the way that our codebases are so different
That map file is still not final and will be changed during development so uhhh
You have LineTapper, I have LineTapper: Project Lunar
Stuff will change till i feel like it's fitting
Yeah, I have a version system
But I find this dynamic intresting
LT
LTPL
Same
I added a system for map bgs
Which has video support
Not for hashlink yet though
So I need to make ffmpeg externs
Which I've been dreading
It's a huge task for someone with very little c/c++ experience
If i were you i'll just disable video support for HL target
Since i myself only use HL for quick tests and not release builds
I would like to compile I guess release builds could be cpp
Anyway, anything changed visually for lt?
Cause rn I'm working on themes
I'm planning to remake the intro, since i think the intro can be better
I see
Did you fix this bug
Yeah
How did you do it?
The bug happend because it could not found the next tile after previously hit tile iirc
Idk it was fixed a month ago ๐คทโโ๏ธ
Lmao
But yeah
This was why
So I had to redo the way it would find tiles and blah blah blah it's really boring
Just glad I solved it
Oh, alright
well i just have gameplay ready but im suffering with bezier paths
WOAH
Bezier..?
gamebreaker port? /j
I'm planning to add difficulties to LineTapper maps / levels, what do you think?
6
8
1
Sure, that'll be nice.
๐
Alright, based on the poll, i'll add difficulties to LineTapper, thank you for voting! ๐บ
now I have to add difficulties lmao
LT Update โก๏ธ
LineTapper's overall gameplay system is currently being reworked as the Map / Level files are no longer uses fixed step values.
And also every gameplay logics won't be placed directly inside PlayState, but instead on a Stage object (For now, it's called
GameplayStage), Stage Object contains the player itself, and arrow tiles.
Woah.
The stage object itself can be reused for the Level Editor (when lt have one lol)
Honestly if there ever is a level editor, having some Mario Maker influence would be cool.
-# LIke yes, I would like to stomp Goombas as I play the game for extra points, yes, yes I would.
There will be a level editor 

uuuuuuuuuuuuuuuu
2, U
I'm cooked ๐
I have to port that all to ltpl
๐๐๐
I just added support for themes and custom menu scripts
But I'm reworking hscript
I mean you could stick with your current PlayState
Cause you can't do FlxTypedGroup<FlxCamera>
Wait why would you want that
No I was planning to rewrite it
But just not so soon
It was random
You could use FlxSprite instead
But currently it doesn't support the <>
So now I'm using SScript
Which greatly reduces the size of Script.hx
I'm planning to use HScript Improved by CNE Devs
Wait what
Cause it already have import blacklists and stuff
CNE made a hscript fork??
I need to use that now
Thanks for informing me
Now I need to rewrite my HScript again
You didn't know that?
But yeah I'm working on themes with custom menu scripts and ini files
And I also made the loading screen load stuff plus it has a loading bar now
Alrighty
I'm planning to rework LT
Since i got the transitions working, i think it'll be nice to have the loading screen placed when the game is transitioning
Transitions?
Ooh can I see
I haven't turned on my pc yet :')
I'm preparing for school
Maybe later when i'm in school
The hell
Your in school you can't get in your pc
You're in a different building
I have my laptop with me later
Yeah
How tf..
It's 4:34am for me
Is it the 19th for you
Waiwaiwait what
When are you able to get on your laptop?
The only place I can think of getting that much free time is in lunch or smth
Yeah
When i'm in my class
Dw i'll post the video later
THE FUCK
Whatt
You're supposed to be focusing on class and what the teacher is saying, not coding a silly game in your laptop
Am I missing something..?
They allow it as long we don't make too much noises
Oof
I mean pretty sure they allow it because i'm on the software development division class but who knows
Loading screen mid-transition..
I have a concept for it in my head
That would go hard asf
W idea
I also reworked the whole ass asset system
Now there is a maps folder, a data folder, and a themes folder instead of an assets folder
Cause assets are in the theme now
Transition thingy
What desktop environment is that
GNOME
Real
why
Eh that doesnt matter
change it to windows or hashlink or else
or elsee uhh
theuhh
the haxe bot will murder you
@delicate fox
๐
When I get home, I'll need to get cne's HScript in and then rearrange playstate into like playstate
A folder
With all of the elements
I've been taking a small break from ltpl
When I return though I'll get HScript back up and running and I'll get a start on the song select screen
I know I won't finish it before I get burned out again, but at least it'll be something
LT Update: Hold Tiles โก๏ธ
Hold tiles will be added to LineTapper.
The hold tiles will have "release" tiles, which means when the player is about to reach the tile's end, the player is required to release the pressed key on time
on second thought, how can i render the hold tile body
๐ค mmmm i'll figure this out later
i mean i can just use a 1x1 sprite then scale it but ehhh i'll think about it later
wait is it posible to use triangle rendering
or that'll slow down the game?
yea but u gotta keep in mind its deoptimization cuz you break up the batching if you make it render between the same sprites
or it might be the case with all sprites

anyways if you dont plan on adding beziers just make a 1px graphic and stretch it between 2 connecting tiles
i do have an idea of making the hold tiles bendable by making points for the hold tile but i guess i'll just use a straight line for now

if you do plan however, you'd need triangle mesh instead
which is override function drawComplex(camera)
and camera.drawTriangles(...)
yes, if you need to rotate them its a whole damn horror movie
and you do need to rotate them in this case cuz it follows the path
the player object also needs to get rotated
i have this stupid idea where i could just make bunch of 1x1 sprites based of the hold tile point counts then stretch it for each points
i just thought it wouldnt look nice cuz the tiles are 4-sided and having more sides is ehh
then use shaders to make it looks bendable
8 sides
LineTapper but 3D
that would be 6
oh rigth
2 planes for each dimension
Shiit.
left right
up down
closer further
depth x2
Did I write that?
nah
Holy shit no I'm actually confused
lol it's a joke
nahh bro we good 
๐
Mmg
Speaking of holds
Will it be a straight line
Or a curve
Cause if it's a curve then likeeee
then yeah we're pretty much furked
It's gonna be reeeeealy hard
maybe just a straight line ๐ญ
Yeah
for a straignt line its a simple math
simple though it involves sin and cos i think
The fuck
Personally I would just have 2 tiles, get the top right of the release tile, then from a point that's slightly lower, make a graphic the width of the distance between the starting point and the first tile
Bang
Hold line done with 0 math
Well width or height depending on direction
But my idea is simple on paper and should be simple in code
So I'll get to work on it when I get on my laptop in like 20 mins
and then you have to add padding and rotation if its a thin line
Huh
Padding?
Mmh
smalller
ooo me like
if you draw this and the tile has position thats not in line
then you'd have to use math to line it up :3
a shader that adds floating arrows would look nice on it
ye
I might add that on each beats :3
if i think about it, LT is heavy on the draw calls
though it's all fine on update calls
not reallyyy
if you have ordered everything correctly you might end up with the same amount of draw quads as unique objects
rn in my game theres 4 objects
player, tile, tile approach and finish tile
โฌ๏ธ
and i have no issues with rendering the whole lagtrain chart you made cuz most of the tiles are offscreen anyways
and also their alpha is set to 0 until its the time
It still updates every tiles that are offscreen though
twiddling my fingers
What's i > 9 used for
so it doesnt iterate much
Ahh, i see
its an array of all the tiles after all
brah how tf the player sprite is smooth,,,
mine is conductor based and the movement is jittery
is your conductor time uses FlxSound music time?
Mine?
Nope
I mean it does offsync only if i unfocused the window
Wait i'mma try a thing
time to add another compilation condition
i wondered why it takes so long to compile and i only just noticed i compile cpp instead
LOL
i mean it is a bit faster since i got a better cpu but man its still 40+ sec
hl compiles in under 10 now though
hl my beloved and be-hated
its what
Ain't no way.
anyways for some reason player either stands in place and gets resynced
or goes mega fast

this will be horrible to read when you go back and forth
i would personally move to something like this
personally I think you could do it each beat
BUT
You need to be careful about overlap
easiest way to do this is to fade-out arrows after a beat has played
else you'd get sum like this
yeah for that you would want flight curves
For me, thin lines as a hold tile might be harder to read, but yeah i might also add the arrows pointing to the hold's duration
i really love the art style here
hold tiles ๐ญ
Aaand now it's showing this random line thing
accidental cytus
LOLL
i think flixel hates you
For some reason setGraphicSize doesn't behave as how it supposed to be
Rewriting it to just scale modifications worked
Currently fixing the UP & DOWN hold tiles
Positioning the hold tiles is just ugh
Finally got the positioning correct
Nice
Well now today I'll be working on hold tiles
Cause yesterday I was busy
(I'm so cooked
)
I also think I'll do an editor after the hold tiles
Oookay i'mma retry that i guess 
[showcase] Hold Tiles are now added to LineTapper!
ok it no work
@quaint ferry imp
"Killed"
i didn't write that
this is why you write descriptive error throwing people
linetapper was too powerful for haxebot
@ancient spruce can you try again
it heard the beeps and turned itself off
Someone killed haxebot?
Alright
yo those sliders are cool
haxebot didnt implode this time
or my libs, so must be something from discord or cobalt
Ahh, i see
may i suggest something
maybe lower the effects on already hit tiles?
because this seems kinda hard to read X)
:3
It was the map's problem, but yeah i do agree it's hard to read
I'll tweak some of the anims
everything else is REALLY good though
when there's lots of overlapping notes i agree
love how quickly youre making progress on this
increase note distance...
maybe a solution is to use some kind of fading for the latest notes
darker the square represents the latest note to be hit
So kinda lower the opacity?
Aighty
By default one step is 50 pixels, which also the tile and player's size
On second thought i might start working on the level / map editor concept
Prolly after i made the hold tiles fully functional
Cuz' i hate playing auto generated maps (it's directions are really just Std.int(Math.random()*4))
hey wait
how do you make test maps
message above ๐
I used fnf's charts then convert it to lt
level editor thing - layout
Idk life is kinda boring rn
same
i just have a lot more projects than lt to work on
Same โ๏ธ
The > is used to show how many beats have passed based of the distance between previous tile and the dummy tile (the one under the mouse)
The dummy tile will also colored based on steps (just like in the gameplay)
ohh
im prob gonna yoink that code for the level editor btw if you're ok with that
if not then ill make my own
i mean like im gonna take the code for your level editor if you're okay with it
i think yoinking means taking something? (idk)
Oh, taking my level editor code?
yeah, but only if you're fine with it
alright
It's still LT anyways:3
yep :D
i just did a big folder rework btw
for the source code
it's all reorginized cause the way it was before didn't make too much sense
shit
it just got stuck loading
Uncaught exception: Access violation
Called from sys.thread._Thread.$HaxeThread.~create.0(C:\HaxeToolkit\haxe\std/hl/_std/sys/thread/Thread.hx:158)
im so cooked
Thread
wtf is that error
OHHHH
ok so apparently it caught an error inside of the thread
now I need to try/catch in the thread
I always try->catch threads
Threads are unsafe iirc so it's better use try catches
I might be wrong so ๐คทโโ๏ธ
I have reworked the input code, the input now feels much better (legit this time)
Offsets are now should be working
now I need to port that
Holds are hell
Well not really
Maybe it's just my way of doing it
I have a sprite with 1x200 dimension :')
Used by holds
Offsets are basically done by shifting the tile's time
i don't have a ms tile system yet though
Offsets are now working properly after i changed the time system from steps to ms
You could make the tile steps to float
intresting idea
๐
i got the error
Can't cast lime.app.Future to openfl.display.BitmapData
hm
ok now i'm able to see the stack
i dont
im very confused
idk where i even imported Future
idek what Future is
OOOOOH
ok i fixed it
also now the profile image is garunteed to load now
Nope
You just gotta use em right
๐
OOOH
4th try is a bit promising
dynamic hold renderer 1/4 done
i just need multidirectional support
How do you make the hold body?
like the transparent part?
Entirety of it i guess
ok before I show the code, just know that this will be optimized, and that it isn't final so don't be grossed out cause i'm grossed out myself
var holdMid = new FlxSprite(spr1.x + spr1.width, spr1.y + (spr1.height * (1.5/8)));
holdMid.makeGraphic(Std.int(spr2.x - holdMid.x), Std.int((spr1.height * (4.5/8))));
holdMid.alpha = 0.3;
add(holdMid);
var holdTop = new FlxSprite(spr1.x + spr1.width, spr1.y + (spr1.height * (1.5/8)));
holdTop.makeGraphic(Std.int(spr2.x - holdTop.x), Std.int((spr1.height * (0.5/8))));
add(holdTop);
var holdBot = new FlxSprite(spr1.x + spr1.width, spr1.y + (spr1.height * (6/8)));
holdBot.makeGraphic(Std.int(spr2.x - holdBot.x), Std.int((spr1.height * (0.5/8))));
add(holdBot);
Oh, you're using a group?
well rn I''m just on rendering, it will be changed to a single sprite when i finish the rendering math itself
Oh
wouldnt it be better to just modify the pixels of the middle section
wdym
oh nvm i didnt see the rest of the convo
have the middle section be one sprite, then make the pixels on the top and bottom white
Or create a 1xheight sprite n scale it
instead of making 2 new sprites
that's what core did
what i was gonna do
was make it 1 sprite
and draw rects on it
so instead of 3 it's 1
wtf
my graphic gets cut off
like if i put it high enough it will just cut off in a certain point
Put what high enough
Like the width/height?
Ah
let me show screenshots
the transparent box is the graphic btw
thats how its supposed to be
then let me show you when I move it up
it cuts off
I don't even have a cliprect
idk why
OHHH
WAIT
ok i fixed it
i finished hold rendering
after like 3 hours
of pain and suffering
now I need to add it in-game
@ancient spruce can i have the graphic for the hold end tile
i quit
ok now hold rendering is done
this is diagonal
it wasn't intended to be seen, so it's broken
im not gonna fix it though
now i can add it in-game
why diagonal exactly?
i was just seeing what it would look like cause i was curious
fair enough
it's not gonna be used
i already did hold rendering
.
now gimmie the regular arrow tile
ooh
Dummy Tile
what was the glow sprite behind the player
Huh
like
when you hold a note
there is a glow behind the player
also how does hold note input work
I used the same method in my fnf engine for it
which was?
Hold range
explain
If the player is inside hold range (tile.time+tile.length) and also held any key, count that as perfect tile hold
If the player released any key inside the hold range, then count that as bad tile hold & miss
Yeah
so if conductor.time is within tile.step+tile.length
but 1. how would i check within
- how would i check the length of a tile
would i do endTile.step - tile.step?
tile.length?
no but
Or what
i dont have a length system
i basically do like if a tile is an end tile
then spawn a hold note between the previous tile and this tile
there isnt really a length
Yyyeah that could work
hai
hi cobalt
conduct.step > tile.step && conduct.step < lastTile.step + (nextTile.step-lastTile.step)
thanks

you don't have stepToMS(float)?
Testing stuff
I wonder how can i autormatically assign directions
because like
This is a very stupid code
how did you get last tile
i just tried a few different things and none of them worked
conduct.step > lastTile.step && conduct.step < lastTile.step + (nextTile.step-lastTile.step)
Last tile is the tile that have length value
?
explain
i dont get it
nvm i got it
ohohoh
damn it.
the whole game just broke down
only in haxe
you do something and finally find the issuse, then out of nowhere the whole state stops working
like tiles dont die anymore, and hit detection stopped working
SFFFFF
HOW IS ONE LINE OF CODE BREAKING THE WHOLE STATE
IM SO DONNNNNEE
Welcome to
var lastTile:TileData = tileDatas[ArrowTile.indexOf(ArrowTile.toTileData(nextTile), tileDatas) - 1];
why does that break the game
i took a break for 5 hours
and can't figure it out
i fixed it
I wanna see if i can get cliprects
mm
retweet to scare linetapper fans (corner tiles)
This might be possible....
with my systems it would be soooo hard
its deeply built with directionals in mind
Well the reworked one is also would be hard to change
The directions are locked to 4 directions
Left down up right
taps your line
Although, if i were to replace the enums with angles, this is possible
The systems might need to be reworked, though
Hi cobalt
i need it so that a tiles alpha is based on the next tiles alpha, but i still need the current tile to fade in at the correct time, but fade out with the next tile
how would i do that
ive been trying for 30 mins bro...
hiii
how do these feel to play
like do you have to release at the right time
i always prefer the ones where you don't need to release at a certain time

