Then, you link this folder to #FGCHANGES in the. You want to make a folder in your simfile folder (call it anything), then make a file in there called "a" Secondly, here's a completed solution because I don't have time for this (but at least it comes with code comments so you can hopefully learn from the code) If you don't know how a "for" loop works, what lua actually is, or what an "if" statement is, you will never be able to do anything with your own code.
It makes it sound like you don't care about learning how to do it, you just want the completed solution to be written for you and have it fall in your lap. :weary:įirstly, you shouldn't dismiss someone for starting too basic. The StepMania project is proud to announce the release of StepMania 5.1 Beta 1 this is the first publicly-released beta build based on the '51-new' branch (see roadmap update for details), so it is significantly different from the previous alpha builds named '5.1' that were released in 2016.
avi video file is used for the background instead. On versions of StepMania that don't support procedurally generated 3D models. Thatkid for helping me figure things out!! Check out his channel!! I had to write some special helper functions to let me deploy to both games. Polygon tool (notITG) and ActorMultiVertex (StepMania 5) are quite different. There is a part in the chart where you need to do a spin, because you know, The World Revolving. Step difficulty is low-mid 9 (in contrast with MEGALOVANIA's low 10-ish) Generally, I think it's about the same, but if you aren't good at context switching (changing which play area you're reading) or tracking motion, you will Perish.
On the mod difficulty scale, I aimed for 5 (out of 11), which is right around the same difficulty as MEGALOVANIA was. It was originally a flicker gimmick, like the jevilsknife section before it, but then I realized the back half wasn't necessary at all, so I made the players instantly teleport to the left once they reach the right. The carousel was the first idea I had for this file. Essentially, it recreates the feeling of "OH NO I was comfortable with reading this, but now I have to move around more." that was present in the original fight when this occurs. The jevilsknife attack uses hit detection to obfuscate play areas. I hand remade the carousel by manually drawing all the vertices and vertex colors! This stepfile will work in any competent version of StepMania (3.95, openITG, notITG or SM5). It's Yaboi TaroNuke back at it again with the Hot Content.