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Experience your entire music collection in VR. Audioshield puts you at the point of impact for every hit in your music. Beats glide in slowly for mellow parts of songs, then ramp up for intense parts of songs with cross-body, double-shield, and high-altitude hits. I was surprised to see 'one color mode' listed since I tried doing the same but didn't have any luck. I'm 90% sure that the code that handles the logic for tying a hand to a color (you can have one hand hit two colors, just not two hands hitting the same) is basically tied into the game code itself and it wouldn't be possible to have one color be able to be hit with both hands without editing.
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3 car garage workshop layout. Top 60 Best Garage Workshop Ideas – Manly Working Spaces For many, the garage is more than just a station in which to park their car and store the household cacophony; it’s a place to work and create, a personally crafted space for all one’s DIY projects.
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I've played tons of hours of rhythm games, big music fan as well, so I was very excited to add VR to the mix.Believe me, I really want to love this game. However, I was really let down. Here's why.The fact you can play any song you have the file for is great, you don't have to worry about the developer's personal taste in music.The downside? The level generation sucks.I've played barely any levels that really feel like they match the rhythm of the song. I've even tried many on a list I saw of supposed 'Best matching songs to play in Audioshield', had pretty much the same experience.This makes the game stop being a rhythm game to me.
It's not about rhythm, its just about touching some random flying spheres while a song you like plays in the background. Occasionally, there will be a moment or two where the notes actually do line up, and it actually is fun.I can see a solution, a way to get the best of both worlds, a seemingly infinite library of songs as well as reliable matching rhythm to make you get into the music. All we need is a tool for designing custom levels. Problem solved. I know I'm not the first to suggest it, but I honestly feel like this is the only thing that would make me stop regretting my purchase.
That, or good level generation, which I don't really see as realistic.I know we already ask so much of developers, but without this I honestly regret paying the $20. I'm aware of the developers supposed habits, of finishing a game and immediately moving on. I'm hoping this isn't the case for this game.I understand that lots of people absolutely love the game, I just wanted to get my voice out, because I feel like I would have valued hearing this opinion before making my purchase.tl;dr: What claims to be a rhythm game in reality just feels like a random space balls onslaught.Edit: Things we've discussed in the comments:It's really up to the genres you're into. Apparently guitar heavy music doesn't do very well with the generation algorithm. Lesson is, if you happen to like music that works well with the level generation software, you'll probably love this game, otherwise, you won't really be buying much of a rhythm game.
Yeah unfortunately I'm not changing the algorithm so I can't change what it decides to use to create an orb. I have noticed that it tends to create orbs primarily on percussion, 80's music is great with audioshield and my mod. You'll get rekt on some songs. I'm only changing the basically how far apart the orbs are, etc., which the first mod I seemed to get the right number which created the orbs on the beat (as much as the algorithm would allow).This new one spreads the orbs out and you really have to move to get them, but it's not more or faster orbs, just more spread out and mixed up. It was challenging for sure. What the variables at the top of the file do:chestHeight - self-explanatory.
Change this and the whole note field shifts up or down.curve variables - changes the path by which notes fly towards you between the starting point and the finishing point. Messing with these too much really screws things up.minSpacingSeconds - The mininum time between notes. Lower this and you get more notes.
Can go all the way to 0 for the maximum possible notes. Easiest way to get more difficulty.maxNodeDistShown - ends up impacting how many notes are shown and how the nodes travel as well in a subtle way.impactXScaler - pushes all notes further apart from one another and increases how much you have to move each side. Increasing this too much can make the game impossible.blueMaxX - the maximum proportion of the incoming note arc that blue notes can occupy. 0.5 is the largest value for this variable as once it goes over this value all blue notes are going to appear on the right-hand side of the note arc and you might as well just swap which hand holds which controller at that point. Decreasing this (close to 0) makes more of the blue notes happen on the left, increasing it towards 0.5 increases the chance that some of them also appear on the right.blueSpanX - how far apart one blue note in a note chain can be from the one before it. Increasing this increases the difficulty.redMinX - same as blueMaxX but for red notes. Should be the same value as blueMaxX for symmetry as well.redSpanX - same as blueSpanXpurpleShit - who caresyImpactSpan - scales how far apart, up and down, neighboring notes can be.yImpactSpanMaxRandomExtra - if this is set to 0 many notes end up hiding behind one another and are hard to see.zImpact - scales the location where the notes all converge relative to the playmat.
You can adjust this so that all the notes converge and disappear way in front of you, or way behind you. It's best not to mess with this too much, although part of me still believes there must be a combination of zImpact and curve settings that will make the note paths straight throughout the entire play area so that stepping backwards does not make the game easier.maxNeighborXspan - something similar to the other span variables used in a different kind of note stream.maxMirroredX - I believe this is how far apart each note can be in a double but I'm not certain. 'purpleShit - who cares' LOLThanks for the explanations! I was writing down my findings as I went along.Last night I messed with the SpanX and MaxX stuff, I found that the BlueMaxX and RedMinX actually widen the field that the notes can travel. If you set them really high the notes will actually go so far to the left and right that they will go behind you and are unreachable, it's kind of weird.I found that BlueSpanX and RedSpanX determine how many of each color are on each side. So if you set these really high all of the blue will stay on the left side and all of the red will stay on the right side.To be honest, I ended up leaving all of these alone, I messed with MaxNeighborXSpan which seems to determine how far apart the notes are from each other, so if this number is low all of the notes essentially will come straight at you and be close together, if you raise this number the notes will be farther apart. The interesting thing though is that the farther apart they are from each other also for some reason seems to effect how many notes there are, which is actually a good thing.MaxMirroredX determines how far apart the notes are that strike at the same time.
So when the orange and blue orbs hit your shields at the same time, if this number is really small they'll be really close together, if this number is bigger then you have to reach out to the sides to get both notes.Messing with MaxNeighborXSpan and MaxMirroredX together have had the greatest impact. It was seriously crazy how much of a difference it made.I didn't really want to mess with the top values because that would mess up the rhythm. In my mind, theoretically and mathematically, I'd have to either double the speed, or double the amount of orbs to keep the rhythm on point, or a mix of both.
And I don't think that's really what I wanted, when I discovered NeighborXSpan and MirroredX I found an awesome way to make things more difficult while not making it impossible.I wanted to get a workout and I definitely got one. I'll post it in a day or two, hopefully I'll have time to try it tonight again.
Hey thank you for mentioning Holodance, we appreciate that!Holodance obviously has 'less content' in terms of songs you can play with. But the content it does have is really its own content that we have created specifically for the game - unlike AudioShield which simply lets you access audio files from 3rd parties. The songs built into Holodance are available to the game both as WAV-audio-files, one for each instrument track (not just a stereo mix with everything mixed together) as well as MIDI-files for the actual gameplay.
That obviously makes a huge difference (the game literally knows every single note played in the song). For a more detailed comparison, see my answer to in the.Holodance has been in development for almost exactly one year now , with two people working on the game full-time (our artist Samuel, and me), and a fairly large international group of people we are collaborating with (see the ). Holodance went into Steam Early access on April 5th and.Right now, I'm working on a fairly big update to improve performance (upgraded from Unity 5.3 to 5.4, ported to, will avoid object instantiations by adding pooling to prevent allocations resulting in GC-hiccups. And more;-) ).
It's a pretty big task, the upgrade broke a lot of things that I need to fix - but the goal is to make sure we don't have dropped frames anymore. That's important stuff;-)When that's done, I'll take a very short break from work on Episode 1, to build a 'super-early preview' of Holodance Episode 2: Modding the Industry, a game which is all about creating your own content (instead of the story-based approach we have in Episode 1. That's also not a random choice of 'Episode progression' but this posting already is way too long).
With this Episode 2 preview, you'll be able to play osu! And StepMania content in the environments that come with Holodance, and if things go really well I'll even add a super-simple barebones beatmap editor that will work with SoundCloud-content (plus a super-simple sharing feature).And the best news: I'll make sure that anyone who gets Holodance 1 in this early access phase, will automatically get Episode 2.
HTC is battling the spread of coronavirus by shifting its annual Vive Ecosystem Conference to VR later this week. Here’s a sneak peek at how it’s shaping up.Vive China President Alvin Graylin Wang, which offers a look inside the conference before it opens its doors.
The Vive Ecosystem Conference is being held in Immersive VR Education’s Engage platform. Several rooms have been kitted out with the Vive branding, where HTC will host talks and provide networking space.Starts 3/19 1:30am (GMT)The of is here! Join us in w/ 1000+ others from 55+ countries for a full day of thoughtful content & 1:1 interactions?😮Sign-up: No-VR HMD: here:— Alvin Wang Graylin (汪丛青) (@AGraylin)Traditionally hosted in China, HTC moved its Ecosystem Conference online in face of the threat COVID-19 poses to physical events. The traditional gaming and technology event calendars have been hugely disrupted by the current situation; MWC didn’t take place in February, GDC was supposed to be running this week and E3 has already cancelled its June 2020 event.
In lieu of GDC, Facebook is this week running a digital Game Developers Showcase to make new announcements about its platform and games.The Vive Ecosystem Conference, meanwhile, is open to over 55 countries and will feature both English and Chinese audio tracks. Announcements at past events have previously been geared more towards HTC’s Chinese audience, but there’s often still news relevant to the west too. With HTC gearing up to launch a more consumer-friendly Vive Cosmos Play headset, a developer XR faceplate and a concept lightweight device, we could well see some interesting news from this year’s show.The Vive Ecosystem Conference 2020 kicks off on March 18, starting at 5:30 pm Pacific (or 1:30 am March 19 in GMT). You can, although there will also be a non-VR livestream.
Will you be attending to show? Let us know in the comments below! This website uses cookies to improve your experience while you navigate through the website.
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