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Сделал более плавную версию 720 60fps
smooth version
https://www.youtube.com/watch?v=cA9rBPXEkEs
nice mod, brings back the good old days :)
but it´s kind of slow ...
Still, you could try the elite version which has a far higher difficulty.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=193494723
Again no ironmode for that yet for the same reason.
Im still thinking to at least release an partial ironmode that has the abilities removed and a faster track.
*Increase hitbox for colored tiles
*Add more colored tiles
*Add to more 'lanes" that are free of traffic, one on the left side one on the right
*????
*Profit
Basically a more casual version of the current one. The more i think about ye, this would have to be a seperate mod, but i guess it could be made easily as an update for this one (but seperate)
Also to bug report; sometimes a black wall will block parts of the screen
otherwise like this mod, cant belive this wasnt an official game mode
- This time the greys will not be instantly removed and wait 20 seconds instead (no breaking animation though)
- corkscrews are added in again. And they are also random so you realy dont know if you are going to see one. (low jumptime requirement but a high randomness)
- It now uses the new way of bumps again which should later allow loops and such. This again was a complete change in the way the track gets created. Last update caused the whole road to go mad (some songs were unplayable again).
- Jumping is now visible
- During pause the character no longer moves
- Custom skins are now allowed (if they dont load, remove the skins folder from the mod - i dont know if it automaticly does that)
The way it decides the lane you have and the size of the cars/ship is all default of a2. The problem i am mostly facing is that although i have control of the track i have less control on the spawn positions (i am able to change the size of the palyer though). So i have been trying to change the algorithm so it feels more similar to a1 in vehicle count (both greys and color). but its a hard thing to do as measuring time isnt done in seconds but done if vehicle ticks.
Still, i do have a few tracks on which im able to check diffirent environments:
Aux raus - Snails
Red hot chili peppers - walking down the road
red hot chili peppers - skinny sweaty man
John frusciante - slow down (yes, ironic name i know as its one of the fastest i have that still has some variety)
Audiobullys - shotgun
Noisia - machine gun
Bloc party - ratchet
But to match a1 is hard since a2 has alot of diffirent settings.
A few things i managed is to get tracks bumpy again. And i was able to set the distance between the cars to reduce the overal count.
Its hard to find a balance though since every aspect you change (speed or traffic density) decides alot. And when you randomly select greys its hard to get them at a rate that they feel balanced. I have a speed that should match a1 more now. But the block spawn rate is broken atm (either too much overal or too less, and let too much be grey).
When i have an algorithm that i think works ill do a release. I did backup the version of 5-oct and 7-oct so i can still revert to those or release them seperately.
i've mastered this track, for me it's the best a song can give on audiosurf, it's really fun to play
see the difference, A1 is fast, but not too much, color are here, not a lot but enough to do a match 11 and the wave ... few days ago, your mod was doing same wave, it was really nice !
btw, do u have a control on the ship size ?
http://www.audio-surf.com/song.php?t=popular#11296914
i haven't play a lot of song on A2, but i think the bonus for matchh 11 ect must be atteinable in a song :p and it's really tough when i play a song i've mastered in A1 who is so hard in a " classic mode " in A2 :D
anyway, gj man, i'll continue to give feedback to this nice mod :)
About the bumping ill have to check aswel as they might have changed a few things for that (note, not all songs had correct bumping).
and i think speed and grey/color brick are still too high compare to Audiosurf 1
- speed changed (about 20% slower)
- grey block count greatly reduced, color blocks should be somewhat equal but more nicely spread and contain some streaks
- jumping no longer can be done infinitely, to compensate the start i made it so the first moment you dont get grey blocks (although the border is kept minimal so you might be unlucky depending on the song)
- scores for clean finish and stealth are now rounded
For the blocks i changed the algorithm of greys by hand to allow a bit more contol on them. it happened too often that a color ended up too close to a grey and that the blocks are too far away from each other. This made the ride quite boring.
The only big problems that still exist are the following 4:
- The puzzle doesnt match its behaviour by droppings greys instantly
- Grey blocks can act as a wall which you cant avoid
- Jumping has no animation (only that green timer)
- No support for custom skins due to being forced to override them with working ones. i already added my own custom skin but ofcourse that isnt enough. I rather would be able to allow all skins except the sandstorm ones.
the road is weaving, it's nice :D i feel really well the rythm but there is too many grey, i think convert like 20% of grey in colored one can be better :) and the speed is a bit too much also, sometime i'm a bit lost because of the speed :p
i hope you will make few change to match classic mono :) good job man
( tested with Phoenix Genma Ken - Square Tune Magician )
Many skins also make the track shape diffirent. Neon makes it a very calm ride in bumps (although that one actualy works fine for the mode) where sandstorm is a headache mode by having overkill hard bumps in the road making it barely possible to actualy see whats ahead. Classic has a balance between it and is closer to neon.
If i want to have the sandstorm mode in i would have to edit it. Ill put neon back in though since that one works.