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View Poll Results: Should KeyBeat Online implement mines? | |||
Most definitely. | 24 | 26.97% | |
Probably, but only if they're used right. | 28 | 31.46% | |
Not really. | 27 | 30.34% | |
Not sure, I'd have to see how they're used. | 10 | 11.24% | |
Voters: 89. You may not vote on this poll |
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10-1-2009, 05:09 PM | #1 |
behanjc & me are <3'ers
Join Date: Jul 2006
Posts: 2,051
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Mines in KeyBeat
Don't be alarmed, they haven't been implemented yet.
Before some of you even begin to complain, let me assure you on a few points: 1. Mines will be used effectively, and will most certainly NOT be abused. 2. Most files will not even have mines, and those that do won't use many at all. 3. Mines will only be found on harder levels, as so not to frustrate beginners. 4. You will have the option to turn mines off (but will not record score due to unfairness). 5. There will no longer be a boo system. Should we implement mines?
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Rhythm Simulation Guide Comments, criticism, suggestions, contributions, etc. are all welcome. Piano Etude Demon Fire sheet music Last edited by stargroup100; 10-2-2009 at 12:25 AM.. |
10-1-2009, 05:10 PM | #2 |
Rhythm game specialist.
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Re: Mines in KeyBeat
Mines are perfect, I never see a problem with them. They can be used to properly accent staccato'd notes or big accents.
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10-1-2009, 05:12 PM | #3 |
snooches
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Re: Mines in KeyBeat
lol, mines are fun, im not good at them, but they are fun to have, add them.
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10-1-2009, 05:12 PM | #4 |
cavs
Join Date: Dec 2007
Location: Saratoga, New York
Posts: 3,258
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Re: Mines in KeyBeat
Yeah, definitely implement mines. I would suggest making a couple beginners levels with a couple mines just for them to start them. Like me for example, I can't play the harder levels, but I'd still like a couple (Maybe 1-3 levels with mines on them that are lower leveled)
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10-1-2009, 05:31 PM | #5 |
¯\_(ツ)_/¯
Join Date: Apr 2007
Location: skjandlurkelandia²
Age: 33
Posts: 4,605
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Re: Mines in KeyBeat
**** no. Mines should stay in singles, not solo. I mean, look at A Lie.
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10-1-2009, 05:35 PM | #6 | |
FFR Player
Join Date: Jun 2007
Posts: 974
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Re: Mines in KeyBeat
Quote:
durp
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10-1-2009, 05:58 PM | #7 |
FFR Veteran
Join Date: Jan 2007
Age: 33
Posts: 2,407
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Re: Mines in KeyBeat
Mines are good in my opinion.
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10-1-2009, 06:02 PM | #8 | |
Custom User Title
Join Date: Oct 2007
Posts: 2,105
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Re: Mines in KeyBeat
I have no problem with mines, given your points.
Of course, you gotta have a boss mine song.
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10-1-2009, 07:17 PM | #9 | |
Use me as a porta-potty
Join Date: Dec 2006
Age: 30
Posts: 4,319
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Re: Mines in KeyBeat
To above poster: that defeats everything.
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10-1-2009, 07:18 PM | #10 |
FFR Simfile Author
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Re: Mines in KeyBeat
Mines are awesome AS LONG as they're distinctive enough from every noteskin you intend on using. For instance, macgravel's spiky mines are perfect for me
btw, properties of mines in SM: 1. mines only trigger if you have the key held down the exact time they fall on; they're not triggered by proximity taps for instance 2. mines block you from hitting a note on the other side of them: for instance if a note has a mine just before it you can't hit the note earlier than the mine is
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Patashu makes Chiptunes in Famitracker: http://soundcloud.com/patashu/8bit-progressive-metal-fading-world http://img.photobucket.com/albums/v216/Mechadragon/smallpackbanner.png Best non-AAAs: ERx8 v2 (14-1-0-4), Hajnal (3-0-0-0), RunnyMorning (8-0-0-4), Xeno-Flow (1-0-0-3), Blue Rose (35-2-0-20), Ketsarku (14-0-0-0), Silence (1-0-0-0), Lolo (14-1-0-1) http://i231.photobucket.com/albums/ee301/xiaoven/solorulzsig.png |
10-1-2009, 07:26 PM | #11 |
Banned
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Re: Mines in KeyBeat
what patashu said
but i would say an obligatory mines off option be added |
10-1-2009, 07:30 PM | #12 |
Why am I still here?
Join Date: Jul 2008
Location: Los Angeles, CA
Age: 31
Posts: 683
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Re: Mines in KeyBeat
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10-1-2009, 07:28 PM | #13 |
♥C.S. + A.M.♥
Join Date: Nov 2006
Location: Nova Scotia, Canada
Age: 30
Posts: 4,892
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Re: Mines in KeyBeat
P.S. I was the one to make the name for this game. (minus the "s")
And... MINES FTW! I guess...
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10-1-2009, 08:04 PM | #14 | |
FFR Player
Join Date: Jun 2007
Posts: 974
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Re: Mines in KeyBeat
Quote:
so in reality nobody named this project rofl
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10-1-2009, 07:31 PM | #15 |
HAVE ME WITH VODKA
Join Date: Aug 2005
Location: Long Island, New York
Age: 35
Posts: 7,316
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Re: Mines in KeyBeat
It's possible.
The way simfiles are made in keybeat are WAYYYY different and much more effective than the way FFR simfiles are made. |
10-1-2009, 07:32 PM | #16 |
I am leonid
Join Date: Oct 2008
Location: MOUNTAIN VIEW
Age: 35
Posts: 8,080
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Re: Mines in KeyBeat
You implemented MA </3
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10-1-2009, 07:34 PM | #17 |
FFR Simfile Author
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Re: Mines in KeyBeat
Mines should be a good addition, especially since I know you guys will be stringent with file judging, so any mine abuse will be caught and changed.
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10-1-2009, 08:10 PM | #18 |
FFR Player
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Re: Mines in KeyBeat
What are mines? Do you mean minesweeper? I like minesweeper
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10-1-2009, 09:32 PM | #19 |
¯\(°_o)/¯ ¯\(o_°)/¯
Join Date: Apr 2005
Location: Camarillo, California
Age: 33
Posts: 5,576
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Re: Mines in KeyBeat
Mines are pretty meh but if you're sure that they're going to be used effectively then I guess it's ok.
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10-1-2009, 09:54 PM | #20 |
FFR Simfile Author
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Re: Mines in KeyBeat
are they going to be used effectively?
stargroup is judging stargroup is anal
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Patashu makes Chiptunes in Famitracker: http://soundcloud.com/patashu/8bit-progressive-metal-fading-world http://img.photobucket.com/albums/v216/Mechadragon/smallpackbanner.png Best non-AAAs: ERx8 v2 (14-1-0-4), Hajnal (3-0-0-0), RunnyMorning (8-0-0-4), Xeno-Flow (1-0-0-3), Blue Rose (35-2-0-20), Ketsarku (14-0-0-0), Silence (1-0-0-0), Lolo (14-1-0-1) http://i231.photobucket.com/albums/ee301/xiaoven/solorulzsig.png |
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