FunkinCrew / Funkin

A rhythm game made with HaxeFlixel
https://www.newgrounds.com/portal/view/770371
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Enhancement: Improve offsets for timing judgements #2877

Open JackXson-Real opened 1 week ago

JackXson-Real commented 1 week ago

Currently getting a sick rating feels really luck based for me since it's a little bit off. You are able to click an arrow pretty early and get a sick, but clicking it when the arrow is just a tiny bit above the strumline causes it to be just a good. Even though I play the song perfectly on beat, I somehow manage to almost always get 1 or 2 goods due to this issue. I recommend giving a little more leeway when hitting notes a little bit later so that its the same as hitting a note early. I mainly used Psych Engine to play the game before the update came out, and the judgements for sick rating on there feels more consistent than in base game currently. The difference between that and base game is like night and day. I highly recommend making it similar to Psych Engine so that getting a golden P rank for songs is a lot less painful and more consistent.

Hundrec commented 1 week ago

The generous early window and unforgiving late window might just be due to your hardware's input latency. My laptop has around a 30 ms delay, which can sometimes make the difference between Sick and Good.

You can try applying an offset using the input offset menu from Options.

JackXson-Real commented 1 week ago

The generous early window and unforgiving late window might just be due to your hardware's input latency. My laptop has around a 30 ms delay, which can sometimes make the difference between Sick and Good.

You can try applying an offset using the input offset menu from Options.

Thats not the issue. That solves audio delay. The issue this addresses is that you are given more leeway when pressing early than pressing late. It should be the same amount of time. I recommend playing a song both on base game and psych engine, and you will see the difference is night and day.

Hundrec commented 1 week ago

I still believe this is an input latency issue. The game's code specifies hit windows based on percentages. Unless there's another section of code offsetting the window, it's treating early and late inputs equally.

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