20150810

published 10 Aug 2015

Hope you are all having a productive and energetic start to your weeks.

Another quick Monday update, as I spent most of today catching up on completely uninteresting tasks that I will spare you the details of. This week will hopefully bring some exciting changes to the table which have taken a while to get ready for public consumption.

I can say that we may have made a breakthrough in graphics compatibility for the next osu! release (currently what you see on cutting-edge). While we are testing internally, the whole team is hopeful that this will bring us as close as we are going to get to 100% compatibility.

More to come on that soon, by means of a first-time guest post :).

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20150808

published 08 Aug 2015

fireworks over tokyo bay, just an hour ago!

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20150807

published 07 Aug 2015

I received a few emails recently asking why there were hold-ups with API bug fixes and improvements. Looking back at the commit log, it was quite apparently how forgotten the API has been in recent times, so I spent half a day going through the most active issues and fixing what I could.

So why do things like this get “forgotten”? It’s not like I’m purposely avoiding the API in this case. With the new osu!web in active development, it just doesn’t make sense to continue adding new features to the old framework. But I get you – completely abandoning something like the API can stall development for your external projects, and therefore I plan on committing more time to keeping the API offerings growing in the old framework until we have the new systems up and running.

Going forward, I plan to make the API offered for public access completely shared with the API used by the actual osu! site and game. This means that not only will there be less code paths for us to manage, but that third-party developers will be able to access (mostly) everything you can find in-game or on the official site. There will of course be some limitations in place where required for safety/privacy reasons, but I hope to make things as open as possible in a hope to foster some amazingly imaginative and useful additions to the osu! ecosystem.

So if you are a developer and have something you’d like to see added right now to the API, leave an issue on the above repo (make sure to search first to make sure it doesn’t already exist; if it does, add a comment with your purpose for the feature to give it more priority)!

Have a great weekend guys. I’ll try and do either some streaming or Q&A over the weekend time-permissive, so keep a watch on twitter :).

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20150806

published 06 Aug 2015

Was a kind of NOOP day. Following up on legal issues, getting the next t-shirt designs into production, catching up on email and sleep. Was some progress on the new osu! website profiles for those of you following along. See if you can find the differences!

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20150805

published 05 Aug 2015

Yesterday, apart from revealing the new profile cover image system, I made a commit which should satisfy the needs of a lot of players out there that have been requesting the ability to remove slider start or end circles.

You are now able to skin (or remove) each of these separately, along with their overlay counterparts. In short, the four new skinnable files were added:

  • sliderstartcircle
  • sliderstartcircleoverlay
  • sliderendcircle
  • sliderendcircleoverlay

This allows for effects such as this:

It’s not actually the first time I’ve tried to fulfil this feature request, but due to the way sliders are rendered internally – and how convoluted the code is behind them – I’ve always stopped halfway. Even with this implementation, there are a few shortcomings which I will address in the future (animation and rotation related).

As an update on osu!keyboards, the production of the next batch has now begun (finally!), which means I should have more regular updates for you over the coming weeks.

Tom has also been busy pushing many graphic related optimisations to the cutting-edge branch, so do make sure to check that out if you have previously had issues with the cutting-edge (opengl) implementation. Any feedback is much appreicated, as always.

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