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Control over combo/judgement Y movement/time #4097

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joleskins opened this issue Apr 30, 2024 · 0 comments
Open

Control over combo/judgement Y movement/time #4097

joleskins opened this issue Apr 30, 2024 · 0 comments

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@joleskins
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joleskins commented Apr 30, 2024

Is your feature request related to a problem? Please describe.

Some players prefer having completely still combo and judgement, or having a more aggressive bump than default. From a quick look in the files(shoutout Kizuna), the Y transform is just a hardcoded value, so controlling that with skin.ini would take care of all 3 use cases. You put 0, there's no animation. You don't include the line at all and it's default. You set the value manually to make it more aggressive

I've proposed a similar feature before in #1283 but the suggestion would be very bloated and out of scope for quaver's skinning approach. This new suggestion is very simple in comparison

Describe the solution you'd like

For flexibility, I would love to see both positive and negative position values supported for the bump. What I have in mind is something simple for skin.ini like:
ComboBumpY = 30
JudgementBumpY = 30
and
ComboBumpY = -30
JudgementBumpY = -30

If we're going for full flexibility, having control over the bump timer would be fantastic. Something like this, with values in seconds:
ComboBumpTime = 0.2
JudgementBumpTime = 0.2

Also please do not change the judgement animation not applying if a spritesheet is present. That is very very good for manually animating

Describe alternatives you've considered

The time control is not as important so if that's harder to implement then leaving that out is probably fine

Additional context

Judgement bump is here https://github.com/Quaver/Quaver/blob/ui-redesign/Quaver.Shared/Screens/Gameplay/UI/JudgementHitBurst.cs
Y = OriginalPosY - 5;

Combo bump is here https://github.com/Quaver/Quaver/blob/ui-redesign/Quaver.Shared/Screens/Gameplay/Rulesets/Keys/Playfield/GameplayPlayfieldKeysStage.cs
ComboDisplay.Y = OriginalComboDisplayY - 5;

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