published 20 Jul 2015

Happy Monday to everyone! Another quick update post:

  • I managed to stream on Sunday! Thanks to everyone who made this relatively short stream a thoroughly enjoyable one. I hope to do it again soon.
  • Making good progress on the next public release. At the point where we can release any time; I’m just figuring the best strategy of release as far as timing goes.
  • The Slack team has proven to be useful in not only testing cutting-edge bugs but provoking some very interesting conversations! So far I’m pretty happy with the small community that has gathered there :).
  • Made great progress on the next osu!keyboard order. We’re almost ready to beging a production run of 2,000 units, so keep a look out for more information as it comes.

I realise I didn’t post a Q&A post on the weekend. I will be doing some more Q&A from tomorrow to make up for it. Trust that if I miss a post it’s for the best; this weekend that just passed was a very productive one!

Let’s make this week a great one.



published 16 Jul 2015

Hi there. I spend a good portion of today locking down the new slack team, as it got flooded with people that I didn’t want to be on there (some creating up to five accounts before I got to restricting access). You may say “You should have known better”, but it would seem I don’t think that far forward! It’s a trial and these things are bound come up; whether we can overcome them and achieve a stable environment will be the interesting part.

With that out of the way, let’s talk about my goal for this week: a public release. For those of you not on cutting-edge or beta, you have probably noticed the lack of any updates for 3 months, so it’s probably about time I directly address why it has been so long (and why I’m not going to be able to meet my goal for this week).

Most are aware of the switch to .NET 4 and OpenGL. While we have made amazing progress in compatibility and performance – most users are reporting amazingly better performance on cutting edge – there are still a number of issues to fix. Most of the remaining issues are experienced by only a handful of people, but when you extrapolate that to an audience of over one million players, there are bound to be many more casualties.

What kind of issues are left to be fixed? Here’s an incomplete list from the top of my mind:

  • osu!mania performance degradation for some
  • Software renderer being returned for users with WHQL (generic) drivers
  • OS X compatibility

Apart from this there are a lot of smaller regressions which I am happy to push live, but these few remaining compatibility problems are basically what’s holding things back. They may take quite some time to iron out, too, which is why I am changing my release strategy this time around.

Rather than waiting for everything to be resolved, I am planning an interim public release which has knowledge of the criteria which trigger broke behaviours, and will stop the user from receiving updates in these cases. Something like this was already used for the switch of cutting-edge to 4.0, so it’s not unfamiliar territory. Only through the magic of release streams can it be done with little effort.

So when will the next public release be, you ask? I hope to have it available in the next week. Three months is just too long.


20150715 /slack/

published 15 Jul 2015

Over the last year we have basically migrated all osu! administration and development communications to Slack. As it has proven astoundingly successful and is a tool we couldn’t live without, I’ve been considering how to expand our Slack usage to include a more wide audience. The next step starts today.

osu!dev slack

Calling everyone interested in:

  • Testing cutting-edge features with us in real-time.
  • Contributing art, graphic or sound resources to the project (or getting the core team’s feedback on your creations).
  • Getting help working with the API, or just developing your own apps/services which further build the osu! ecosystem.
  • Communicating directly with me and the rest of the team in a focused and spam-free environment.

From today you can join us on a new public slack team I created specifically for the more open future of osu!. Internally we will still be using our private Slack team for more of the administration (and private development) side of things, but gradually I hope to make more of this transparent. Think of this as the first step of something larger.

A few things to note:

  • Don’t join unless you fit in to one of the above categories. In the future we may extend the scope, but for now people found abusing the new communication media will be gracefully removed from the team.
  • This is not a new way to bug the team for account queries. Don’t use it as such; not only will we ignore you, but we will increase your appeal duration an extra 6 months.
  • Please register from your osu! registered email address.
  • Please set your username and your First Name to your osu! username. The username field is all lowercase, so use your First Name to adjust case to exactly match your osu! username. Leave Last Name blank.
  • This is a free Slack team, which means we will have limited history. Make sure to export any important conversations you may want to keep in the future. Going forward I will consider whether it’s feasible to make this a paid Slack team based on the number of users we see active on it.
  • Slack has very good mobile support, as well as native apps available for windows and OS X. Figure out what suits you best.

I will touch back on this subject as we figure out how it is going to work, but for now it’s a matter of getting relevant people in one place so we can better discuss the future :).

Don’t know how to join? Read this post again more carefully.



published 14 Jul 2015

So I’d love to keep you updated with what I’m up to, but quite honestly it’s pretty boring. Basically getting things in place for the next public release, while working in parallel on the new graphics framework to make sure everything is working correctly (we are still having issues with spinners and other gameplay elements, which used to have some weird hacks to display disproportionate to the rest of gameplay objects).

I still have a nice collection of questions from you guys. Since you seem to like those, I’ll keep working through them this week!

@ppy what’ll happen next april fools? :^) –Ch0c0latias

If I told you this, it wouldn’t be a surprise, would it? To be honest, I’m not even sure what we are going to do. Usually we come up with something the week before, although I can tell you that the osu!coins one was something I had been wanting to do for years :).

@ppy PLEASE UNBAN COO… Oh wait –thecoon324

Coo, the owl from Kirby’s Dreamland 2, right? With pleasure; I love that guy!


@BTRyomegA @ppy Imagine osu! without anime songs ._. –ChekitoChannel

osu! without anime song would probably still be osu!, but without anime songs. The player base would likely be very different, though. It might not have as much of a universal appeal.

@ppy is there any chance of the ability to skip through replays to whatever time we choose in the future? Like revamping the replay viewer [–Crane](http://twitter.com/Crane/statuses/619373188594728960)

This is already kiiind of working, but the ability to reverse is still dodgy (especially on non-osu! modes). With the new graphics framework, we are heading one step in the right direction to fixing it, though!

@ppy Percentage of how close osu!next is to completion? –DeadloxxGT

Design: 80%. Implementation: 5%.

@ppy Some time ago i heard something about you guys trying to fix the issue where if you beat an old score with worse acc you lose pp. Any updates on that? –tokiwalive

It’s still a priority, yes. Once the next public release is out (of the osu! client) I plan on finishing the work required to make this work.

@ppy any news about future livecodings? :P –hugodenizart1

I don’t want to make any promises, but I am still very interested in doing so.

@ppy Will there be special osu!next features only for past and current supporters, or will all of them only be for current supporters? –n2468txd

Only current supporters, unless otherwise specified.

@ppy Not a question: I’ve translated the jizzforum. You can find it in the ppy account on osu repo as a issue (there isnt a fork button) –Miterosan

Nice job. Keep this aside until the source is made open. It should be pretty easy to integrate.

@ppy did you create the load the load the sprites into byte arrays by youself od did you use a libary? –Miterosan

The image files are parsed using .NET methods, where available.

@ppy opinion about Cookiezi? –osuShatterz

Great player; not-so-great role model.

I only put that last question in this post so I can be reddit famous again. Look mummy, I’m on reddit!!

That was a joke. 💩



published 13 Jul 2015

Was hoping to post Q&A on the weekend, but didn’t make it due to a mixture of catching up on sleep and handling a backlog of osu! internal affairs. Things are back on track now.

Rather than answering every question that came in last week I’m going to split them up, as there were quite a few (and a few longer answers in there).

@ppy do you drink or eat while coding? –PunciaRaomc

When I’m focused on coding a rarely eat or drink. Usually I’ll take breaks in between and eat/drink while consuming my few youtube subscriptions. I don’t find it so easy to multitask coding with anything else (except listening to music).

@ppy Have you dropped osu!stream for mobile? –Ryan_S_F

Until I find a feasible way to maintain it to the level I’d like, I don’t plan on spending any time on it. Honestly I’ve been trying to find someone willing to take over the project, but that’s easier said than done. My focus is on bringing osu! to iOS again, but using the same codebase as PC.

I wouldn’t say I’ve “dropped” it. I will keep it running and support existing users, but I don’t plan on providing new content for it because I simply can’t. I don’t have the time.

@ppy Any plan for 10 year anniversary?! I know its still 3 years away :P –Abrian_MA

I’ve probably used this answer quite a few times already, but I simply don’t plan ahead that far. I guarantee we will do something that everyone can enjoy.

Also holy crap, 10 years. That will really be something :).

@ppy what would the support team want me to write in order to get a sensible response and not an automated appeal denied mail? #peppyqna –availzu

The truth. All the truth (not just some part you think will make us happy).

@ppy Where did you start when making osu!. like, how did you get people to work with you? –osu_poseidon

I did everything myself for the first few years, basically. The best way to get things done is to not rely on others for anything. I still have trouble finding reliable and motivated people. Most people who are highly skilled (especially with software engineering) are already working on their own projects.

@ppy is there actually a score reset coming up with osu!next? –OzzyOzrock

We will do our best to never reset scores unnecessarily. I don’t see why we would with osu!next, as it’s basically just a design change.

@ppy why is your name peppy –Notifyosu

I was a huge starfox 64 fan back in primary school. It stuck.

@ppy How do you feel about the osu! community being mostly anime or japanese culture fans? –BTRyomegA

How the community forms is completely up to you guys. I don’t really have any opinion on it.

@ppy Curious on DCMAs (tweeted ya before) Are people sastified to see their music used into osu beatmaps or are they piling up this year? –Skyperial

I’d say there’s a mix of both. Most DMCA requests come from record labels, not artists directly.

@ppy did you ever get your own private jet from Osu! coins –PianoKid428

No. That was a joke. osu!coins never made any money.

@ppy Since osu! is going to be open-source, does it means it will be supported on all OS? –aryo_adhi

It means that people can help it become more supported on more operating systems. Opening osu!’s source alone will not change anything as far as the code or compatibility is concerned.

But worry not; we are working on making osu! more cross-platform in parallel to our open-sourcing efforts.

@ppy when will osu!next go live –Ganobrator


@ppy about osu!next, is there anything dealing with a visual update of osu!mania? Are there any mechanical changes coming with it? –Scalariform

Yep! osu!mania will be re-skinned just like all the other modes. Everything will be new :).

@ppy Any interest in making a SoundVoltex like mode? –BrojosB4Shojos

Hmm, basically osu!mania with added analog controls? Personally I don’t have any intention to do so, but it could easily be added as an optional key-mode to mania without making a full new game mode.

@ppy Any chance of combo flame or something similar to that in osu!next? –LuizHMS22

We’ve been experimenting with effects to replace the old combo fire, and I guarantee we’ll come up with something impressive. Of course, it will be toggleable for those who don’t want flashy awesomeness.