2016-08 dev meeting

published 28 Aug 2016

Hi, Ephemeral reporting in with updates from the latest meeting. This time around it may have been closed to the public, but that doesn’t mean that things didn’t happen!

Before we get stuck into stuff, we’ve decided to hold every second dev meeting in the public format we trialed last month. Hosting public meetings means we don’t always get to discuss everything that we need to, so we’re cutting back on them for the meanwhile as a bunch of projects start to reach their final stages all at once. Never fear though - we’ll be back with one next month!

We’ll also be taking a few vetted questions at the end of the next public meeting, so if you’ve got something you want to ask, you might want to consider fleshing it out before then!

Now, onto the things:

  • The backend behind the medal system received a significant overhaul. We ran into some issues with implementing the recent batch of Hush-Hush medals stemming from a bunch of organizational and production shortfalls. MillhioreF spent a bunch of time rewriting the existing system to fix a lot of long-standing issues with achievement detection, and also made it significantly easier for us to draft new medals in the future. Which we will be doing a lot of, by the by.
  • Changes are coming to the ranking system which will see a greater variety of maps equipped with scoreboards. Vague, but exciting. There’s not a lot more that we can say about this right now, but we’ve got something fairly big planned, and we think it will fix a lot of long-standing issues with and complaints about the ranking system as it currently stands.
  • The titular open-source osu! project has been released to the public. This is important as it is the first truly visible fruit from the long labours surrounding the LAZER project. peppy showcased a quick game(mode?) recently using the framework, and thanks to the hard work of several key contributors from the osu!dev community, the framework also builds cleanly under Linux and OS X as well. This is a pretty big deal, so expect to see a full-length peppypost on this blog about it sometime soon.
  • The Ranking Charts will be significantly overhauled in the near future. The Charts system has sort of been a red-headed stepchild since its inception - never really receiving the love nor the attention that it desperately deserved. Going forward, we’re looking to merge the old “map pack” bundles into “Spotlights” which will then form the bulk of what currently represents the monthly Ranking Charts. New Spotlights will be released on a monthly basis by much the same people that currently do the Ranking Charts, and we’re also looking into a new format of prizes for people who compete in them.
  • The new osu!tablet model has arrived and is available for purchase in the store. Check it out for yourself!. Boasting a stronger, rechargeable pen and some firmware differences from the base HUION model that improves the usability for “hover” style players, the 2016 osu!tablet is as mean as it is sleek.
  • The osu!tournament client will soon be available to everyone, all the time. This is coupled with a number of changes to our tournament support back-end which will make it significantly easier for us to manage player-run tournaments going forward. The wiki has the details on how to enable the tournament mode if you’re curious.

It was a very productive meeting this month. Things are starting to pick up a little bit overall, even if we have had a few slow months so far.

See you next month!

(or maybe sooner?)


a little framework test

published 12 Aug 2016

We’ve been doing a lot of work behind the scenes on the framework osu! runs on (the lazer project). Today I took a step back to test a week of intense coding changes with smoogipooo to see how things feel and work.

I made a little game which took 5 hours and 375 lines of code to write. Would have been 2 or 3 hours if I didn’t find some bugs along the way with the framework (this was my intention, so I am very happy).

Download here (30mb because it contains osu! resources, sorry)


  • W to move up
  • S to move down
  • D to boost
  • tab to autoplay

I’ll release the full source for this in the near future. And yes, this will likely appear as a game mode for osu! in the future (maybe a just-for-fun one like target practice :).

We are making great progress here. Big cogs are turning!

Enjoy your weekend!


come join us devs!

published 01 Aug 2016

I’ve mentioned this in previous posts, but wanted a single post I can link to when inviting new people to the discord network, so here it is!

Recently we moved our public dev chat from slack to discord, and it has been working quite well so far. Anyone is welcome to join, but in order to talk there you will need to follow the instructions in the #announcement channel to get approved. This is just to keep things safe and secure for all participands.

If you’re interested in following what is happening in the world of osu! dev - whether you want to participate or just watch over what we are doing - please follow this link to join the network.

DO NOTE that this is intended for development talk only. We don’t tolerate chit-chat. There are plenty of other discord networks for such chat to happen, but this one is low traffic so those involved in dev are able to keep up with everything going on without getting overwhelmed.


2016-07 dev meeting

published 30 Jul 2016

Turns out we’ve had a lot to talk about this July, what-with two dev meeting posts in a single month. Best of all, this new one was public!

To much excitement from the community at large, we held July’s meeting publicly in our dedicated development Discord server, with peppy himself streaming the affair via his twitch channel. While only the people participating in the meeting could actually speak, anyone with access to the server could commentate on the goings-on in a special channel. This was something entirely new for us - and we’re definitely looking at making this a more regular thing.

Here’s what got done this month:

  • The new sleek, black osu!tablet has been ordered and will be in the store within a month. Not the month, but a month. flyte proudly announced in the meetings that the new design features less in-your-face triangles and more of his signature design finesse. Whatever that means.
  • Work on LAZER continues at a slow pace. We’ve all but given up attempting to put a timeframe on its release date, since the developers are taking things slowly and adhering to strict standards in their work on the refactor. Lots of work is still being done each month (you can see for yourself if you’re a member of the osu!dev discord - #osu-lazer channel has the details), but things are still very far away from even a proper CE release as of yet.
  • We released a new set of achievements (and medals) in the Mod Spotlight series. These medals are all about experimenting with mods that some players may never have even looked at before, and are the gentle introduction to the sort of stuff required for the upcoming Hush-Hush 2 medals which will seriously test people’s mettle and riddle-solving skills.
  • The new forums are excruciatingly close to being fully released. If you’re fond of the current forums, start saying your farewells, because with nanaya’s work on the implementation almost entirely complete, they’ll not be around for much longer. This will be the most visible part of osu!next that people will see before the actual client, and we’re really excited to see it almost come to fruition.
  • A new contest system has been developed that paves the way for community votes and weekly contests of all kinds. nekodex has been hard at work on a brand new contest system that supports not only jury judging, but also community voting as well. With this coming live within the next week for the circles! remix contest, expect more contests coming for all sorts of things within the year.
  • Competitive score adjustments for Mania mode (scorev2) will be complete before the MWC commences. smoog might be sweating, but he’s pulling out all the stops to get this done. scorev2 for Mania means a better show for both the players and the audience in the upcoming Mania World Cup.
  • We’ve vastly expanded our collection of featured/licensed artists. There’s over 300 songs in the catalogue now, and nearly 100 of those are timed and ready to go. Yes, community favourite Helblinde is among them. All of us love his stuff.
  • The difficulty algorithm received a sneaky adjustment to make sliders worth less for star rating calculations. The most obvious example of this (for anyone who followed the Aspire contest in any case) was Monstrata’s winning map going from 8+ stars down to 5~. Don’t expect to see much (if any) change on other maps though, as it shouldn’t significantly affect the rating of pretty much any other map.

If you’ve got a spare hour and want to watch the stream yourself, head over here.

We ended the meeting by playing one of the remixes from the recent circles! remix contest, performed by the masterful BilliumMoto. Note that this track - along with some amazing other entries - will be available for voting in the coming days!

See you next month!


2016-06 dev meeting

published 22 Jul 2016

June might be mostly done, but that doesn’t mean we all forgot about our monthly meeting! Just the person responsible for writing the summary did. Oops.

As our monthly development meetings continue to be very much a revolving door of ideas and formats, June continued the trend of everything being pretty much completely different from the month before. Instead of discussing grand, overarching goals that we’d like to see completed, we turned our efforts towards keeping each other updated and involved about our respective tasks within the team.

That being said, June was not a very productive month for us, unfortunately.

Here’s a summary of what went down:

  • osu-web development continues, and the forums draw closer to being ready for a complete switch-over. It is something of a recurring theme for these posts to contain things that are almost ready for deployment, but the new forums (henceforth referred to as jizz in memoriam of its early working subdomain) are pretty much done. Granted, we said we’d get this out last month, and the month before that too. Things are progressing slower than we’d like, but they’re getting there. This includes the elusive moddingv2, as well.
  • LAZER is getting closer to a final, public release candidate. The final phase of the open-source plan for osu! approaches completion, and once the bulk of LAZER is done, development can be entrusted not only to just the in-house developers we have currently, but the entire community. It’s slow, arduous work (as highlighted in this blog post by peppy), but absolutely mandatory for pretty much everything else to get done.
  • New designs for a sleek, black osu!tablet are entering full production soon. Some of you might’ve already seen peppy’s tweet about the design. A few early issues with the prototype unit were identified and sent off to be fixed, but we hope to get a stock of these new, improved tablets in sooner rather than later.
  • Beatmapping contests will be held more frequently from now on. We’ve had a bit of a dearth of these in recent months, bar the recent Aspire contest, but we plan to host many more of them in the remainder of the year. These new contests will be across all gamemodes, and will include a shift from solely a jury-type judging system to a full community voting system.

The next dev meeting will be held on the public osu!dev discord in real-time. Spectators (listeners?) will only be able to listen in to our feckless banter, but we will have a small section towards the end of the meeting where we take some questions from those listening to mull over.

The date is not yet solidified, but it will be at 16:00 UTC on a given date between the 29th of July to the 1st of August. We’ll post with more details when the exact date is ironed out. Anyone with approved access to the osu!dev discord is free to join and listen in. We might even release a recording of the meeting afterwards if all goes well. We’ll see!

See you there!

– Ephemeral