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Spin Rhythm XD News

Hotfix 19 - Background optimisation

Hey Spinners,

This is the last part of our recent “warm fixes” (small updates) after our accuracy update.

In our next larger update we want to improve the tutorial and calibration tools among other things. David will be moving interstate so we may have a brief hiatus on updates (he will be out of action for two weeks).

Details below.

HOTFIX 19




FIXES
  • Backgrounds can now be scaled to low, medium and high quality - this affects the number of segments in the floor of the background - which aims to improve performance on lower end machines
  • Customs metadata should reload more frequently (specifically when changing a track’s difficulty rating, and enabling / disabling difficulties)
  • Hitting the beat button after the last note in a track will no longer remove a PFC / FC
  • New players will now be prompted to play the Easy tutorial before starting an Easy / Normal level
  • Tutorial track should once again be the first track displayed in the chart list
  • Pressing the beat button in Easy / Normal should no longer affect your accuracy (if you can reproduce this please let us know)
  • Very short beat holds no longer display a tail that crosses the beat part of the note
  • Fixed a bug where failing a chart would display the incorrect chart length
  • Fixed a bug where after renaming a custom chart returning to track select, the nearest named (to your old chart) track would be selected
  • Fixed bug where disabling looping in practice mode would show invisible notes in some circumstances (until moving to a nearby cue point to reload note data)
  • Tutorial notes can no longer be placed by using CTRL + L / R in track editor
  • Fixed a bug where low BPM beat markers were causing strange issues - these should behave appropriately now
  • Fixed a bug where enabling or disabling customs difficulties would lock you out of editing those difficulties
  • SpinFM will now display the correct score, factoring in accuracy
  • Fixed a bug where the background of practice mode would change depending on how you entered practice mode

Cheers.

Hotfix 18 - Customs Loading Fixes

Hey Spinners,

This warmfix was supposed to be a quick patch to sort out a few issues we couldn’t slip into the accuracy bug hotfix, but we ended up doing a bunch of complex stuff with how customs are loaded, which took a little longer than we thought.

Details below.

HOTFIX 18


FIXES
  • Custom chart loading has been greatly improved
    - Customs now run off a metadata cache system (the game no longer had to load each .OGG to find chart length, and load all the note data to display difficulty / radar graphs)
    - Loading no longer happens in 1 frame upon entering the customs menu, and should be much faster - all subsequent opens should also be much faster due to running off metadata
    - Sorting should be much faster
    - Art will load asynchronously (prioritising art closest to your currently selected track) to relieve pressure on memory - art that isn’t loaded yet will display a default artwork while loading
  • Volume will no longer start at 100% then instantly drop to your setting level on game launch
  • Radar graph has been re-added to customs
    - The maximum graph value is currently based off the most extreme example in your current list of customs, in the future we will clamp these values so that meme charts with a million match notes don’t destroy all other charts graphs
  • 2 Minutes (XD) backwards spin has been fixed
  • Using simple background will no longer cause editing a custom chart to bounce around the timeline
  • Skyboxes display properly again (the stars in the background) - and should look higher resolution
  • When creating custom charts, editing notes should no longer lag
  • Fixed a bug where SpinFM would load into a black screen
  • Fixed an asset bundle bug which caused no audio and an inability to play anything
  • Fixed a bug where creating a custom failed to load and play
  • Fixed a bug where creating two customs in a row caused the game to load bad data
  • Fixed Superimposed_RGB background flashing beat hold bug
  • Fixed a bug where creating a chart when sorting by chart length would copy the chart above


See you next patch, speen cowboy.

Hotfix 17 - Accuracy bugs

Hey Spinners,

We’ve got a few more bugs to fix, but we wanted to release this hotfix to address a few accuracy bugs.

HOTFIX 17


FIXES
  • Reset leaderboards - sorry, massive scoring bugs found
    - Failing a track no longer grants perfect rhythm
    - Early rhythm hits no longer count as 0ms
  • Incorporated a lot of base game chart fixes from Discord users
  • Track no longer flies off into the distance at the end of a song
  • Peripheral RGB is disabled by default
  • Added height map to background effects with scratches (a cool, shaky effect)
  • Added height map boost to background effects when holding a beat hold
  • Wheel will line up properly with the starting note of a chart
  • Sorting charts should now be properly case-sensitive
  • Checking / unchecking show favourites no longer causes the track list to speen
  • Favourites filter has been fixed when creating new charts (it will disable and remember its state)
  • Invincibility effect is no longer active in autoplay mode
  • Album art should properly load under all circumstances


More fixes to come.

Update 11 - More Levels, Longer Levels



Hoo boy, it's been a while, and we apologise for the wait, but between upgrading Unity versions to fix a critical bug in mobile build, trying to combine our mobile and XD builds in one (never again) and having only half a team on XD, we fell a bit behind with this patch. There were around 85 bugs alone with just getting the game back to where it was. But we're not here to complain about the perils of independent game development, we're here to talk about our next update. Welcome to...

UPDATE 11 - MORE LEVELS, LONGER LEVELS




Three new tracks brings our total to 41! Our EA milestone was always 30 tracks, which we're glad to say we've smashed out of the park. We still have one more licensed track up our sleeve (the epic Final Boss by Nitro Fun), so stay tuned for when and how that will appear in the game.

We expect this patch to have a lot of things to hotfix, so if you find any jank, jump into discord.gg/spinrhythmxd and report it.


[h2]LONGER LEVELS[/h2]

One of the main complaints we hear is that Easy levels are too short. In this patch we have extended every single Easy level to at least Normal length, extended 11 Normal (and thus Easy) levels to the length of Hard levels. Overall there should be more content for players who aren’t chasing mastery of SRXD, but want to chill and have fun. We feel this is a happy medium between full length charts for every difficulty (over half our charts are around 4 minutes or longer) and some of the current Easy levels which were only around a single minute of gameplay.


[h2]SCORING SYSTEM OVERHAUL[/h2]

The scoring system has had a complete overhaul. We had a few goals when doing this:

  • To make sure there is score differentiation at the top of the leaderboards
  • To make it so that notes have a more balanced value relative to their skill required to execute
  • To make it so that missing a note doesn’t lose you a disproportionate amount of score depending on when you failed
  • To improve competitive (tournament) SRXD play

To achieve this we have made the following changes:

  • Multiplier now starts at 4x, increases quicker, increases with note score (as opposed to streak), increases with notes that increase score over time (holds, spins etc), and only ever drops 1x per hit taken
  • Note values have been updated:
    - Match notes 5pts
    - Taps 12pts
    - Holds 30pts/sec, no longer increases over time
    - Hold releases 12pts
    - Spins 12pts to start, 20pts/sec (quick multi spins are worth more score than one long spin)
    - Scratches 40pts/sec
    - Beats 16pts
    - Beat holds 40pts/sec
    - Beat release 16pts
    - This means higher max scores for levels, so your existing grades will be lowered
  • Players are now awarded an accuracy bonus for all plays (measured in milliseconds - ms - and based on your average deviation from 0ms per rhythmic note hit) - this caps at 150ms (0 bonus)
    - This final value is viewable in the extended stats page on the results screen
    - This is capped at 10% of the total achievable note score of a chart
    - There is no longer a score penalty for hitting ‘early’ or ‘late’, just an accuracy bonus overall
  • Players are awarded a small bonus (10% of total note score of a chart) for achieving a PFC (this can not realistically be outscored by the difference between a PFC run’s accuracy and an FC run’s accuracy rating, unless you are a god or robot)
  • Taking a hit of any kind will penalise with a 150ms accuracy rating per hit (equal to approximately the widest window you could hit a note without missing)
  • Score is now split across multipliers (if you would have achieved a multiplier increase part way through scoring a particular note)
    - For example, if you are on 1x and are 2 points away from hitting 2x, and hit a beat worth 16, you will receive 2 points at 1x and 14pts at 2x
  • Massive thanks to all those Discord users who helped refine this system in the short closed beta - we still want to refine this based on user feedback if necessary


[h2]DIFFICULTY OVERHAUL[/h2]

There have been many frustrations with the difficulty of SRXD. People of all skill levels complain about the transitions between Easy to Normal, Normal to Hard and so on being too tough. We agree, so we played through every single level in order multiple times and made some serious changes to the design of most of our levels.

While we try to be as thorough as possible, there may still be hidden jank due to multiple revisions. If you find any jank please let us know in Discord.

We had a few goals here:
  • To find humps or plateaus in the difficulty curve overall and smooth them out
  • To make sure that players who play through and master each level in order can move on to the next, eventually mastering XD
  • To ensure that numerical difficulty ratings can be used as an accurate gauge of your skill

To achieve this we have made the following changes:

  • Every difficulty now shares the same amount of health (this means more health for Hard and up)
  • Default XD track speed has been lowered by 0.1
  • Reduced the complexity of XD difficulty. It should feel more like a step up from Expert rather than a cheap slap in the face
  • Reduced complexity of beats in Hard mode. Originally we intended to only introduce beat in isolation in Hard, now we have stuck to that design philosophy
  • Reduced the difficulty of the later Easy levels
  • Improved chart readability and playability overall by removing center taps before spins, excessive drift (moving in one direction too often), made better use of scratch zones, removed excessive hold note releases and more - thanks to Discord user Trexder for helping catalogue these in every single level
  • So many individual small changes to levels it’s difficult to even log them


[h2]BACKGROUND OVERHAUL[/h2]

Our work on mobile bears fruit for XD. We have implemented a new background system that means making backgrounds is simpler and the result is levels with more dynamic sync with the music, as well as improved performance.

Every single level now has its own unique background inspired by its album art.

Taps and match notes create pulses in the world, beats create shockwaves, and spins create waves in the direction of the spin, and nothing relies on hand-placed elements in our internal track editor (that could change as chart length or cuts changed). There are now more interesting floating elements in all levels, beautiful fog, sandy wind, digital skyscrapers, clouds, gates and more.

We hope you enjoy these as much as we enjoyed making them.

[h3]OTHER FEATURES[/h3]
  • 3 new tracks!
    - Body F10ating in the Zero Gravity Space by Camellia - When Camellia dropped this album a few months ago we knew we had to get it into SRXD, and it makes a ridiculously fun chart - the genre is described as ‘speed speedhouse basscore UK hardcore’
    - Heading East by FarfetchD - This Glitchhop bop slaps long and hard - hide your kids
    - Let Me Hear That by Haywyre - This masterpiece suits our game so well, we had to have it. We actually licensed the live YouTube performance which has a few interesting twists
  • New hit FX when taking damage (in the form of a small, flashing star)
  • Beat notes have a silky new look!
  • Beat holds now have a smooth ending by default (one that does not require a release)
  • Hard tutorial now contains both beat hold types
  • Wheel colour editor track preview now contains both beat hold types
  • A new option has been added in Audio to ‘disable audio filters’ (the audio effects when taking damage, or when on low health)
    - These have also been toned down by default, and should be less jarring
  • MIDI players can now bind for ‘context menu’ (sorting etc) - Beat button is no longer used
  • Tracks can now be sorted by ‘times completed’ (can be used to show new, unplayed tracks)
  • BPM should now display a range if the track contains a tempo increase
  • Track speed override now goes to 60! Thanks to Discord user Mapy for having the toxic mind and vision to demand such intensity
  • Editor QOL fixes
    - Holding D should no longer skip notes ever, this was an issue with quantisation where notes were sometimes fractions of a millisecond apart and the game couldn’t tell which order they were in
    - Quantise should now properly quantise in all situations (related to the above issue)
    - When stacking notes, beats should always show underneath in all situations
    - Match notes will now show on top of beats in the timeline
    - Scratch zones should now be more visible (thinner - clearer when combined with beats)
    - Clap notes should always play properly on stacked notes
[h3]POLISH[/h3]
  • New Game XD is now the true full length of the track (includes outro)
  • Updated Italian translations (thanks to Discord user Dj_Mike238)
  • In the calibration tool you can now use both the beat and tap buttons
  • Match notes now show up more clearly on the track when stacked on top of beats
  • Animations, particles and objects should now be pooled better - this hopefully results in a smoother experience for everyone
  • Track beams are now brighter by default
  • Track lines are less bright by default
  • The trail following a hold note should no longer obscure the wheel wedges so much (it has been made more transparent)
  • Hold note zones now glow a set amount (instead of increasing over time) - and overall much less when active and inactive
  • Beat hold zones should be clearer now (when active and inactive) - with reduced visual noise on the track when active
  • Colorblind and Arcana engine have more accurate note mapping on the speed up sections
  • VOLT is now more accurately mapped to tempo (there is some weird rubato in this track which we didn’t fully appreciate) - thanks to Discord users TheWay and RAD for helping with this
  • Post-processing has had a once-over, everything should just look the same, except better (some glowing objects were a little broken)
  • Custom chart backgrounds should automatically roll over to the new background system
  • Edit mode in Customs now has its own background separate from Play Mode (to distinguish the two and to reduce fatigue when charting with base game backgrounds)
  • The spin tap rotating diamond now spins both ways depending on which spin preceded
  • Level select track preview has been scaled up (to show more notes / less wheel)
  • Album covers have all been resized to powers of 2 (ie 1024x1024) for better compression and memory usage (if you are using custom album art for your charts, having max 1024x1024 will greatly improve load times)
[h3]BUGS[/h3]
  • Sorting customs by track length (with large numbers of customs) should be much quicker
  • Launching a non-favourite song from command line with ‘show only favourites’ checked no longer soft locks the game
  • All notes (including match notes!) now properly elevate on top of beat notes for additional clarity
  • When starting a new level in SpinFM, gameplay should no longer stutter while assets are loading
  • When sorting songs by order, the order should now always remain the same (there were some instances where tracks by the same artist would swap positions)
  • Disabling the current difficulty in the Clip Editor now swaps to an appropriate difficulty when returning to the note editor
  • Beat holds should properly display on the timeline when placed at the start of the track
  • AI should now play scratch zones properly in track previews
  • Hold notes should now behave properly when hit late (there was an issue with fast motion immediately following a hold note start)
  • Gamepad input is no longer active on parent menu when context menu is open


It's great to be back Spinnin'

Christmas developer update

Hey Spinners, hope you're well,

An update!


We've been meaning to write, but Daverwob - who does these posts - was dragged away (kicking and screaming!) from XD level updates and onto mobile to help with UI, SFX and more. We're nearing the end of the road for iOS dev, but our publisher wants us to stay tight-lipped, which means we sadly don't have much to say even though we would like to.

They say game development usually takes twice as long as you estimate, and this is pretty much true no matter how you try to mitigate it. We have a habit of going "hey, let's just do this cool thing!" and our publisher is like "hey, let's hit this deadline, but also let's just do a bunch of other cool things and the deadline doesn't matter". A deadly combination for those who like to hit deadlines.

Largely we're just working on optimising iOS now and trying to hit 60fps on older devices. Next up they want to work on Android which should be simply a matter of optimisation as all of the design, UI and polish work has already been done on iOS.

What about XD?


We're all keen to get back to XD, although we won't likely have an update until some time in late January. We are going to have to split the team and have half on XD full-time and half on mobile at this stage, which means updates may be less frequent for XD, but at least they will start happening again. We've still got a bunch of things we want to deliver including:
  • A main game mode (alternate to arcade)
  • Better multiplayer
  • Better background system (which has already been improved on mobile)
  • More free tracks
  • Better MIDI calibration
  • Better tutorials
  • Longer easy, normal levels
  • Better XD level design
  • Weekly challenge with mutators, endless challenge
  • Some elements to improve score variation
  • Improved editor (mouse control, vertical timescale, ability to shorten / cut tracks for other difficulties)
  • More!


Once again, sorry to keep you in the dark, the game is still alive in our hearts, we just haven't had the resources to update XD. Hope everyone plays some awesome games over the break.

Merry Spinstmas! From all the SSD team.