You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
As the title says, the input and judgement system doesn't work correctly due to the usage of pixels for judgement and miss checks instead of timing. This causes very unstable hit detection and is not how any other game ever would handle this.
The text was updated successfully, but these errors were encountered:
Hmm, I assumed that because the arrows corresponded to the current (interpolated) milliseconds of the song that other rhythm games did something similar. The only thing I could think that could screw this up is the speed value, since it gives the arrows less time over the thresholds (maybe that could be fixed by making the speed cosmetic-only somehow?)
I'm kind of confused on how I should fix this though, what would be the best way to implement this?
You should keep the time value of notes in the note structure and use that for hit detection and timing. Position and speed should be purely visual / cosmetic.
As the title says, the input and judgement system doesn't work correctly due to the usage of pixels for judgement and miss checks instead of timing. This causes very unstable hit detection and is not how any other game ever would handle this.
The text was updated successfully, but these errors were encountered: