Rift of the NecroDancer

Rift of the NecroDancer

Play & Create Custom Rhythm Rifts
Find fresh community tracks to master, or use your own music to create unique stages! Drag and drop monsters while previewing your songs live in the level editor!
Workshop Issues & QoL
Hello there, I have been putting together a beat map using the editor and decided to summarise the issues that I found and QoL that is missing from the editor.

First, issues:
  • The editor appears to not visually sync when running the preview at 100% tempo. I am building the beat map at 144 BPM, so I do not know if this is the case for slower songs. The audio cues for each monster are still audibly synched, but they take place a beat after the enemy is visually hit. This appears to go away at lower tempo, so I don't know if its a factor of how fast the song is playing.
  • Placing three zombies in a horizontal line causes some of them to change direction. The preview also shows that sometimes these zombies will move back one beat if they attempt to enter a tile that already contains a zombie. I don't know how this behaviour manifests in an actual song because I have decided to avoid zombies until I can make sense of what they are doing.
  • Hitting F5 puts you into a weird limbo that appears to be an artefact from the Crypt of the NecroDancer level editor. hitting F5 again takes you out.
  • Why is my cheese randomly forming a vibe chain??????

QoL I would like to see:
  • There are no obvious options for adjusting audio start delay in the editor. If the audio file you import has a brief pause before the audio starts, the beat will not synchronise to the monsters. A definable delay would also mean you can create a bar of silence before the song starts, so that the first note (beat 9) aligns with the start of a bar if the time signature is not 4/X or 8/X. At the moment, I am manually editing the sound files in Audacity to achieve the correct delay.
  • Audio levels appear to differ between the editor and the game. Curiously, the 'volume' option in the editor appears to change the volume of the monsters, not the volume of the song. Maybe change the toolbar language to better express this?
  • The toolbar tip indicating you can drag Wyrm tails, trap positions, and blademasters using RMB should be made a bit more obvious.
  • Copy-paste should have an option to change whether the paste goes up or down from the cursor's position.
  • The fine tune tools shouldn't be so granular by default. I am unlikely to need a 1/64 timing, but am more regularly looking for a 1/4 or 1/3 timing, but its difficult to get the right timing with fine tune unless you zoom right in. Maybe make it so that pressing fine tune multiple times cycles through how granular it can be, with the final press cycling back to the normal divisions?
Last edited by Lazsecastor; 11 Feb @ 10:28am